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Formula P3 Grandmaster

Painting Competition Winners


See the Best of the Best!

Privateers Tactics

Get the Most From Your Privateers

B i gTrolls
, M in
e aGuts
n , and
H uGears
n g ry
and Even more Content from:

RATCHET UP THE FUN

with the explosive first expansion to

INFERNAL CONTRAPTION

FOR AGES 10 AND UP!

3 NEW upgrades, 15 NEW consumables, 12 NEW power sources, and 18 new sabotage cards!

Engage in

mechanical sabotage

with new sabotage cards that will

throw a wrench into


your opponents plans!
AVAILABLE november 7th, 2007!
Find out more about the Bodgers at www.privateerpress.com
Infernal Contraption 2: Sabotage!, Bodgers, Privateer Press, logos, things, character names and their distinctive likenesses, are TM and/or 2001-2007 property of Privateer Press, Inc.

TM

On the Cover
Bartolo Broadsides Bart Montador by Andrea Uderzo
A ndrea Uderzo

is a rising star in the game industry .

He

lives in

Italy

where he works as a

freelance illustrator , collaborating with several major game companies , including

P ress . Andrea

Privateer
View

loves to collect books on illustration and listen to movie soundtracks .

more of his artwork at : http :// andreauderzo . deviantart . com / gallery .

Free to Good Home


Privateer Press Quartermaster Dan Biggie Brandt suffered the indignity
of being jailed by roving bands of Klingons at this years Gen Con. Dont
worry, it was all for charity, although his release did involve singing sea
shanties. Dont ask. Come up with your own quote for this picture and send
it to: submissions@privateerpress.com. If we like it, well print it!

President: Sherry Yeary Creative Director:


Matt Wilson Project Director: Bryan
Cutler Lead Developer: Jason Soles Art
Director: Kris Aubin Marketing Manager:
Nathan Letsinger Development: Rob
Stoddard Production Manager: Mark
Christensen
TM

Editor in Chief: Nathan Letsinger


Managing Editor: Eric Cagle
Creative Director: Matt Wilson
RPG Content Manager: Nathan Letsinger
Hobby Content Manager: Rob Hawkins
Editor: Christopher Bodan
RPG Design: Doug Seacat
Continuity Editor: Jason Soles
RPG Rules Editor: Kevin Clark
Graphic Design: Josh Manderville
Photography: Steve Angeles
Contributors
Pam Albin, Todd Arrington, Steven Bach,
James Berry, Jrmie Bonamont, David
DC Carl, Chippy, Rebecca Chockley,
Thomas Dill, Rich Curtiss, Andrea
Feldaverd, Cooper Findley, M. Greatbeard,
Jen Haley, Rob Hawkins, Nate Heitz,
Justin Herring, Adam Huenecke, Ryan
Jaynes, Luke Johnson, Jeff Jones, Morten
Juel, Marshall Karg, Ben Leong, Andrew
Linstrom, Craig R. Murphy, Marike
Reimer, John Salmond, Doug Seacat,
Dave Schatz, Michael Stubbs, Erik Szpyra,
Sonya Taulia, Jason Thompson, Dan
Weber, Joseph Whitlock, Ian Williams,
Maciej Zylewicz
Miniatures Painters
Matt DiPietro, Mengu Gungor, Ron Kruzie,
Quentin Smith, Rob Strohmeyer
Art/Photographs
Darren Bader, Matt Dixon, John Gravato,
Rob Hawkins, Andrew Hou, Brian Snoddy,
Andrea Uderzo, Chris Walton, Matt Wilson

No Quarter Magazine
All contents herein including Privateer Press, Iron Kingdoms, The Witchfire Trilogy, Monsternomicon, Five Fingers: Port of Deceit, Full Metal Fantasy, WARMACHINE,
Steam-Powered Miniatures Combat, WARMACHINE: Prime Remix, WARMACHINE: Escalation, WARMACHINE: Apotheosis, WARMACHINE: Superiority, Forces of
WARMACHINE: Pirates of the Broken Coast, HORDES, Monstrous Miniatures Combat, HORDES: Primal, HORDES: Evolution, HORDES: Metamorphosis, No Quarter Magazine,
Formula P3, Infernal Contraption, Infernal Contraption 2: Sabotage!, BODGERS, Gamer Hooligan, all related logos, slogans, character names and distinctive likenesses, places,
things, and story elements are and/or TM 2001-2007, Privateer Press, Inc. First printing Vol. 2, Issue 15: November 2007. Printed in the USA. All rights reserved. This magazine
contains works of fiction, any resemblance to actual people, organizations, places, or events in those works of fiction are purely coincidental. Duplicating any portion of the materials
herein unless specifically addressed within the work or by written permission from Privateer Press is strictly prohibited. In the event that permissions are granted such duplications
shall be intended solely for personal, noncommercial use and must maintain all copyrights, trademarks, or other notices contained therein or preserve all marks associated thereof..
Two shots below the waterline for the scallywag who pirates the pirates. Ye been warned.

From the Past, Seeds of the Future

i, Im Eric Cagle, No Quarters Managing


Editorthe person who works on the nuts
and bolts of the magazine. In an effort to
give Editor-in-Chief Nathan Letsinger (aka Natebot)
a chance to breathe, Ive stolen the soapbox from him
when he wasnt looking. Well, that or hes actually in
for his monthly repair and servicingbeing a nonstop working machine can be hard on the gears and
processors of any bot or laborjack.

provide content that helps every level of player,


painter, and Iron Kingdoms fan. That said, hitting the
sweet spot between crunchy rules, new fiction or
back story, modeling and painting articles that reach
a particular level of expertise, and the like, is a fine
balancing act. We make it our main goal to ensure
that every issue of No Quarter contains content
appealing to the beginner and expert, hardcore
miniatures gamer and story-lovin role-player alike.

This issue of No Quarter recaps many of the


great things that happened in 2007. Check out
page 12 for a look back and some of the amazing
products that Privateer Press put out this past year.
In addition, we show you the winners of the Formula
P3 Grandmaster Painting Competition (p.14), US
Nationals (p. 36), and the Hardcore Championships
(p. 41) that took place at this years Gen Con. We use
all of this retrospective to showcase how the products
we created and the events we put on simply get
bigger and better with each passing month.

Yes, we listen to what you have to say. Your


feedback is crucial to this magazines success.
If you like something, let us know. If you
dont like somethinglet us know! The forums
(privateerpressforums.com) are a great way to get
your voice heard, regardless if what you have to say
is good, bad, or ugly. Sure, we love the good, but we
know that we need to address the bad and ugly with a
rivet gun and a bodgers wrench in order to make the
best magazine we can.

We have some ambitious goals set for ourselves


in 2008. For a more in-depth look at what we have in
store for one of your favorite games, see the Future
of WARMACHINE (p. 84) by Creative Director
Matt Wilson, who drops tasty hints on whats to
come. Our tournaments, Leagues, and events will be
more frequent, robust, and interesting, providing our
fans ways to play HORDES and WARMACHINE
that suit any taste. If the recent past is any indication
as to how exciting the play environment is, then the
futures so bright, youll have to wear alchemically
treated goggles.
Of course, we cant forget the product you
currently hold in your hands. No Quarter continues
to evolve and improve with each issue. Were striving
to tie the magazine closer to the games we produce
and the community that plays them in order to

Also, as much as we like to hear your opinions,


we love seeing how you play your games and the
miniatures that you collect and paint. Step up and
take one of our painting challenges (p. 58), send in
pictures of your amazingly cool warjack or warbeast
so we can show it off in the Player Gallery (p. 93),
or show us where youve been caught reading No
Quarter magazine (p. 5). I cant stress this enough.
Send us your stuff to:

submissions@privateerpress.com
As always,..
Play Like Youve Got a Pair!

Eric Cagle
Managing Editor

Issue No. 15
Fire in the Hole
2
Letter from the Editor-in-Chief
Bosuns Call
4
Letters to the Editor and general shenanigans
News From the Front
6
Events and important news from around the world
New Releases
8
The latest Privateer Press products for November and December
2007: A Look Back
12
A retrospective of all the cool stuff that happened in 2007
Formula P3 Grandmaster Painting Competition
14
A gallery of this years winners and top contenders
2007 US Nationals Championship
36
A look into the strategies and smack talk of the US Nationals champs
Hardcore, Hard Results
41
The winners of the 2007 Hardcore championships speak
Guts and Gears: Trolls
46
How the trollkin turned walking stomachs into killing machines
Modeling and Painting: Trollkin Thumper Cannon
53
Four easy steps for painting any models. Plus, trollkin faces and skin
Terrain: Staging the Battle
60
Part 1 in a series of making and using your own gaming table
The Pendrake Encounters: Sludge Brute
65
Why you should have paid attention in Chemistry class
50 Uses For A Bodger
69
Hammer plus rivet gun plus imagination equals...?
Advanced Deployment
70
Get the scoop on the 2008 Call to Arms Leaguewith new terrain!
HORDES Challenge: Acceptable Losses
74
Sometimes you need to lose a little in order to win
WARMACHINE Preview: Bartolo Montador
75
The last preview before the release of Pirates of the Broken Coast
...And a Bottle of Rum
78
Some tips and tricks for using Privateers with other factions
The Future of WARMACHINE
84
Matt Wilson discusses what the future holds for WARMACHINE
The Gavyn Kyle Files: Sorscha Kratikoff
86
Read the secret dossiers of the Iron Kingdoms master spy
Parts Bin
90
A look at individual parts available in the Privateer Press Store
Drawn & Quartered / Player Gallery
93
IK inspired comic and some of the best fan-based paint jobs around

14
41
46
60
70
75
86
93

Letters

The answer, Rohan, is that Magnus takes the long


view. For those of you at this point asking, Whatchu
talkin bout Willis? youll be glad to hear you can
catch up on the entire story line leading up to Legends
in our upcoming synopsis in a future No Quarter.

Its been a year since we last saw a new epic warcaster


and two years since our last brand-new caster. Do
we have to wait until Legends to get our warcaster
dose or will we see new casters early in 2008?

I just wanted to say that your tactics article


Mounted Mastery in No Quarter #14 was great! I
enjoyed reading it, as it gave me advice not only on
how to use my cavalry, but also what to watch out
for when facing other cavalry. A while back, shortly
after the first Hordes releases, there was a tactical
article on all the Circle Orboros models. Will there
be a similar article on the other HORDES factions
too?

Hola!

Anibal ajtheronin Delgado


Has it really been that long? It seems like just yesterday
we were previewing Apotheosis and the first epics in the
first issue of No Quarter. But we agree, there is no
such thing as too many warcasters.
Readers interested in the future of WARMACHINE
should turn to page 84, where Matt Wilson, creator
of WARMACHINE, lets us in on the future of your
favorite game. If youre the impatient type, heres what
you need to know: the next issue will have previews of
both new epic warcasters and entirely new warcasters
for WARMACHINE, and even better, some of these
models will be hitting shelves before the expansion
book is published in August!
It seems to me old Asheth Magnus has been getting
the short end of the stick of late. Things dont go
according to plan in luring Stryker out of Sul. He is
narrowly out foxed by Caine, and THEN a paranoid
Vinter sends Morghoul to torture him for supposed
disobedience! Can Magnus catch a break? Or will
he have to choose between loyalty to Vinter and the
growing conviction that the rightful king of Cygnar
has gone off the deep end?
Rohan Charles Prince

Thomas Thijs
Thanks, Thomas. We love to hear feedback good or
bad. Tactics articles can be tricky to write because
each reader brings their own set of experiences,
expertise, and expectations to the article. We aim to
strike a balance between novice basics we all agree on
and the technical fine points experienced players like
to debate. Youre rightwe did get a little caught up
in pirates, cavalry, and allies in the last few months.
So much so that weve neglected tactics articles for the
other HORDES factions. Now that all the HORDES
factions have new toys in the nice shiny package called
Evolution, maybe it is time to explore that notion
again in No Quarter. Even WARMACHINE players
can appreciate that, since they are as likely to face
HORDES factions as their own in the 2008 Leagues
and Steamroller tournaments.

IN THE WORKS
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wa
Got a cool landm
on
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ou
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ast
your jacks or be

.com
@privateerpress
jackabouttIfowewlikne em, well print em.

Szpyras Juggernaut gets


He shootshe SCORES! Erik
the best abuse of a
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Just set that anywhere, buddy.


The Trollblood Caber Thrower nears completion.

ARMACHINE fan Thomas


Dill holds up a copy of NQ 13
that contains a picture of him holding
up a copy of NQ 11. If he keeps this
up, hell eventually open up a tear in
the space/time continuum and never
be seen again! Let us know where
youve been caught reading NQ, and
send yout picture to:
submissions@privateerpress.com

tuck in a massive traffic jam on


their way to Gen Con, a few
HORDES fans decided to stretch their
legs, smoke a fine cigar, and, of course,
play a pick-up game on the hot asphalt
of Highway 84. Cmon, who wouldnt
do such a thing?
They just won the new No Quarter
Gamer Hooligan award. What is it?
Well, we just made it up, so were not
prepared to go into detail, but anyone
who throws down on crowded asphalt
deserves to proclaim that hes hooligan
quality. Are you keeping it real and
representing the ideal? Are you
leveling up your game? Send in your
report (with photos, duh) to:
submissions@privateerpress.com

A new meaning to the term road kill

News From the Front brings you recaps and advance information about WARMACHINE
and HORDES related events from around the world. Is there a cool event taking place in
your area? Tell us about it at: submissions@privateerpress.com

PAX goers had plenty of HORDES and WARMACHINE to


keep them busy between all the video game panels and events.

hough still reeling from Gen Con the previous


weekend, the Seattle Privateer Press contingent
turned out in force and good form for the Penny Arcade
Expo (PAX) 07. The three-day festival from August 24th26th celebrates gaming in all its formsfrom tabletop to
console to PC gameswith a huge exhibition hall, panels,
tournaments, and even gaming- and geek-themed concerts.
The Privateer Press booth in the exhibition hall was
constantly busy, and the Privateer black bandana became
the shows most sought-after article of booth booty (dont
call it swag!). Creative Director Matt Wilson turned out
to represent both Privateer Press and the metal side of the
miniatures hobby for a three-person panel on the subject of
the Future of Miniatures Gaming.
Official mixed WARMACHINE and HORDES
tournaments ran all three days of the show. The weekend
kicked off on Friday night with a very well attended
Working Man tournament. The battle raged into the wee
hours until tournament scene regular Chris Leaton (PG
Heat Death on the forums) snatched final victory from his
opponents fatigued clutches.

Adam says PA

X is Super A-

Number One!

Saturday held two events. First, a Steamroller tournament


that ended with another win for Chris Leaton. Second, an
all-day Tour of Duty event pitted four players per game
against each other for the glory of their faction. The battles
again raged into the night.
Sunday was the big event: The PAX Invitational Masters
Tournament. Champions from PAX Qualifiers held all
over North America came to lock horns. Once again,
Chris Leaton took first place, totaling up an impressive
undefeated record for all three days of PAX. After the
Masters Tournment wrapped up, attendees packed in more
Tour of Duty rounds until the convention closed. In the
end, Cryx led the pack with more victory points than any
other faction.
PAX continues to grow in terms of popularity, attendance,
and relevance, even for the miniatures and RPG market.
For more information about PAX, go to:

www.pennyarcadeexpo.com
Report by Andrew Linstrom

Thrall Harvest

a player-powered charity tournament

eres your chance to do some good and have a great time


doing it. Between November and January, you can join
in a charity food donation tournament organized by players
like you. Welcome to the Thrall Harvest.
Last year a group of players banded together to hold a
WARMACHINE tournament with the goal to donate
hundreds of canned goods to their local food pantries. The
event proved so successful that this year the organizers, the
Harvest Thralls, decided to help organize similar events
world-wide.
By simply visiting harvestthralls.org you can find out how you
can participate in this charity event, either by playing in the
tournament or by organizing one of your own.

Giving Till It Hurts (Your Opponent)


A Thrall Harvest is a one-day event focused on HORDES
and WARMACHINE tournaments that use the unique
and fun Foodmachine rules format. You buy your way
into the tournament with a few cans (say 5 or 10) but the
giving doesnt stop there. In a foodmachine-style game
you donate cans during your game to gain in-game effects.
Want that Destroyers Bombard to hit? Spend a creamed
corn to boost it, their site explains. So bring lots! Check
out the full rules at:

Find a Local Harvest:


www.harvestthralls.org/find-a-local-harvest

Start a Harvest of your own


Organizing a Thrall Harvest charity tournament in
your store mainly consists of checking with your store,
registering on the Harvest Thralls site, and finding a
local food pantry to accept the booty. The site provides
everything you need including score cards and easy ways
of promoting your event through the local media. Check
harvestthralls.org for deadlines, dates, and details.

Prizes
A hardy Privateer salute goes out to all the generous
players participating in Thrall Harvests the world over.
While the purpose of the event is to give, you wont
necessarily walk away empty handed. Privateer Press will
provide prizes, like signed books including the Limited
Edition Apotheosis hardcover. The Harvest Thralls will
provide a traveling trophy of their own design.

The InTercity Challenge

Every Thrall Harvest event is also eligible to win a


traveling trophy that goes to the city that raised the
www.harvestthralls.org/foodmachine-rules
most canned goods per person. Example: If youre event
raised 500 cans, and had
Locations of the first Thrall Harvest
20 people playing, thats
*As of printing.
Food-Drive Tournaments *
25 cans per person.
This trophy will have
Date
Location
Store Name
Contact
the winning citys name
11/11/07
Lees Summit, MO
Pulp Fiction Games & Comics
(816) 554-7333
engraved into it every
11/11/07
Conshohocken, PA
Round Tables Games & Stuff
(610) 825-6120
year and will held by
11/11/07
Calgary, AB (Canada)
Myth Games
(403) 769-1909
the winning store until
11/12/07
Melbourne, FL
Wizards Wall
(321) 727-2599
11/17/07
Chattanooga, TN
Dicehead Games
(423) 822-2426
the next year. Like the
11/18/07
St. Louis, MO
Gamer Ground
(314) 423-4800
Stanley Cup, but with
11/18/07
Springfield, MO
Meta-Games Unlimited
(417) 881-9390
more baked beans.
11/18/07
New Berlin, WI
Hobbytown USA
(262) 784-9230
11/18/07
Flint, MI
Gamers Sanctuary
(810) 720-8280
11/18/07
Akron, OH
JAC Games
(330) 475-7468
11/18/07
Pittsburgh, PA
Legion Hobbies & Games
(412) 366-3725
11/19/07
Indianapolis, IN
Games 2 Die 4
(317) 536-2946
11/19/07
Woodbridge, VA
Game Parlor
(703) 551-4200
11/25/07
Livonia, MI
RIW Hobbies
(734) 261-7233
11/25/07
Chesapeake, VA
Tower of Games
(757) 819-7913
12/2/07
Springfield, IL
Mecca
(800) 869-8595
12/2/07
Crystal Lake, IL
The Game Escape
(815) 356-8870
12/2/07
Raleigh, NC
E.S. King Village Commons,

NC State Univ
(919) 434-1314
12/9/07
New York City, NY
Kings Games
(718) 336-1955
12/15/07
Akron, OH
JAC Games
(330) 475-7468
12/23/07
Fort Scott, KS
Ft Scott Burbon County

Transportation Center
(620) 223-0750

Visit www.harvestthralls.org for a complete listing.


So what are you waiting for? Donate Like Youve Got A Pair!

NOVEMBER 2007

Idrian Skirmishers Protectorate Allies


Masters of the unpredictable and lethal terrain of the Bloodstone Marches, most Idrian tribesmen converted
to the Lawgiver but preserved their nomadic ways. They excel at stalking, ambush, and desertwarfare and
have turned these talents to the service of Menoths Temple. With their ancient, curved blades and newly
adopted rifles, these ruthless warriors cut down heretics across all nations of Immoren.

DECEMBER 2007

DECEMBER 2007

Sculptor: Jose Roig PIP 42003 $29.99 PIP 42004 $9.99

Wreck Markers Sculptor: Rob Hawkins


Cygnar Heavy Warjack Wreck Marker PIP 91024
Cygnar Light Warjack Wreck Marker PIP 91025
Protectorate Heavy Warjack Wreck Marker PIP 91026
Protectorate Light Warjack Wreck Marker PIP 91027
Khador Heavy Warjack Wreck Marker PIP 91028
Cryx Helljack Wreck Marker PIP 91029
Cryx Bonejack Wreck Marker PIP 91030
Mercenary Heavy Warjack Wreck Marker PIP 91031
Mercenary Light Warjack Wreck Marker PIP 91032

$9.99
$5.99
$9.99
$5.99
$9.99
$9.99
$5.99
$9.99
$5.99

Privateer Press Metal Bases


PIP 91021 $5.99 (1 50mm base)
PIP 91022 $6.99 (2 40mm bases)
PIP 91023 $7.99 (3 30mm bases)

DECEMBER 2007

NOVEMBER 2007

Infernal
Contraption 2:
Sabotage!
PIP 60002 $8.99

as well as all the rules to integrate these models as mercenaries in


existing faction and mercenary armies. New warcasters, units, solos, unit
attachments, and warjacks give this book a punch far greater than its page
count suggests. Hoist your dirge flag and start slitting throats!

PIP 1013 $21.99 (Softcover)


PIP 1014 $29.99 (Special Edition Hardcover)

Mercenary Privateer
Dirty Meg
Sculptor: Steve Saunders
PIP 41053 $9.99

Mercenary Privateer Warcaster


Captain Bartolo Montador,
aka Broadsides Bart
Sculptor: Steve Saunders PIP 41050 $9.99

DECEMBER 2007

Prepare to be boarded. Privateer Press presents the first of a new type of


expansion for WARMACHINE dedicated solely to models from a single
force. This gorgeous 72-page book details the mercenary privateers that
terrorize the western coast of Immoren. Drawn from dark dens and seedy
seaports, these ruthless sea dogs and their colorful commanders bring a
unique blend of power, speed, and synergy to the table. This book includes
everything you need to field all-Privateer armies of every description,

DECEMBER 2007

Forces of WARMACHINE: Pirates of the Broken Coast

DECEMBER 2007

Trollblood Trollkin Thumper Crew


Carronades, short-range naval cannons donated by King Leto, now serve the trollkin kriels as powerful
artillery. While not originally intended for use on land, these weapons have proven vital in periodic clashes
against the skorne. The trollkin affectionately call these weapons thumpers, and their compact size makes
them relatively easy to transport from one battlefield to the next.

Sculptor: Aragorn Marks & Jeff Wilhelm PIP 71030 $29.99

DECEMBER 2007

DECEMBER 2007

Formula P3 Hobby Brushes

10

The first in the Formula P3 line of hobby supplies,


these three excellent hobby brushes are all a
novice or experienced hobbyist needs to tackle
any project. The workhorse Base brush is ideal
for rapid base coating and laying down broad
areas of paint. Work brushes provide masterful
control for blending and highlighting. Fine
brushes are designed for precise execution of fine
detail work.

Fine Hobby Brush


Work Hobby Brush
Base Hobby Brush

Formula P3 Studio Brushes


These

professional-grade artists brushes are


designed to provide the discriminating painter
with the finest painting experience. Used in the
Privateer Press studio, these premium brushes
are made of natural sable bristles. Both the
Fine and Work brushes deliver all the qualities
professionals demand: excellent flow control,
balance, and durability.

Fine Studio Brush


Work Hobby Brush

PIP 93088 $11.99


PIP 93087 $11.99

PIP 93007
PIP 93008
PIP 93009

$6.99
$6.99
$6.99

Sculptor: Ben Saunders PIP 41057 $29.99

Circle Orboros
Sentry Stone & Mannikins
Sculptor: Ben Saunders & Jeff Wilhelm
PIP 72029 $15.99

Legion of Everblight Raek


Light Warbeast
Sculptor: Jeff Grace
PIP 73023 $18.99

Skorne Praetorian Swordsmen Officer & Standard Bearer


Sculptor: Bobby Jackson PIP 74031 $17.99

DECEMBER 2007

barrel across heaving decks to obliterate


anything they strike. A favorite of sea captains everywhere,
the Freebooter has undergone a number of mechanical
alterations to turn this former laborjack to military
use, and it takes to brawling with frightening enthusiasm.
A crew often grafts a jury-rigged arcane turbine to the
engine that allows warcasters to shred a few of the
warjacks gears for a quick surge of speed.

DECEMBER 2007

Freebooters

DECEMBER 2007

Mercenary Freebooter Heavy Warjack

11

A Year Packed with HORDES,


WARMACHINEand MORE!
At the time of this writing, the leaves are changing and the air has a decidedly brisk feel.
Yes, winter is coming to the northern hemisphere, bringing a close to the year. Here are
just a few of the great Privateer Press books, events, and miniatures that appeared in 2007.
Tactics Tip

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The Formula P3 line is more than just our


top-of-the-line paints. Were adding a set of
brushes this December.

Privateer Press would


like to thank all of our
fans for making 2007
a fantastic year for
all things HORDES and
WARMACHINE. Just wait
Coming this De
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store for 2008!

Some of the Best Painting Around

n 2006, painters from around the world descended on Gen Con to show off their
skills and love of the Iron Kingdoms in Privateer Press first painting contest. The
2007 contest seriously raised the bar. Hundreds of entries, showcasing some of the
best paint jobs around dazzled fans of WARMACHINE and HORDES and the judges
alike with the sheer level of craftsmanship and creativity invested in making these
models and dioramas shine.
Privateer Press Studio Manager Ron Kruzie, Studio Painter Quentin Smith,
and Hobby Content Manager (and award winner from 2006) Rob
Hawkins scrutinized the mass of entries for hours. The fierce
competition and astounding artistry showcased a mix of familiar
faces and fresh blood. In the end, Marike Reimer claimed the
prize as Grandmaster with her breathtaking Skarre, Queen of
the Broken Coast (see following page).
Herein we present the award winners for the 2007 Formula
P3 Grandmaster Competition and some of the more notable
Honorable Mentions. Thanks to all the participants who spent
countless hours producing some of the finest paint jobs around!

Think You Have


the Chops to be
a Champ?

eep an eye out in future issues of No


Quarter for rules and details on next years
Formula P3 Grandmaster Painting Competition.
Remember, its never too early to start honing
your skills or start on that award-winning
diorama or paint job. If you have the chops, you
could win one of these!

14

GRANDMASTER
AWARD WINNER
The Categories
Warjack/Warbeast
A single light or heavy
warjack or warbeast

Warrior Model

A single trooper, solo,


warcaster, or warlock

Epic Skarre
(Warrior Category)
by Marike Reimer

Battlegroup

A warcaster and 2-5


warjacks or a warlock and
2-5 warbeasts

Unit

Game legal group


of models or a unit

Diorama

A scene of the Iron Kingdoms, made up of components that do not exceed 12


wide, by 12 tall, by 12 deep.

The Prizes

$200 First Place Prize


per category.

Grandmaster

The Grandmaster is selected


from the first place entries
in each category and wins:

$1,000
and
Bragging
Rights

THE JUDGES SPEAK...


Ron Kruzie, Studio Manager
The buttery smooth blends add a richness that push this miniature beyond attractive to a degree of
decadence. Marika has drawn out this models feminine beauty with color choice and composition
that would melt the soul of any onlooker. This is simply a beautiful miniature to look upon.

Rob Hawkins, Hobby Content Manager


Marike used a well-balanced color palette and did not overwork the model. All of the elements
stand apart from each other, including the different colors of wood on the ship, without becoming
too busy. The highlights are appropriately placed, and the face is beautifully rendered.
Marike chose to use Nonmetallic Metal (NMMpainting metal areas using nonmetallic paints). It is a
difficult technique that does not leave any room for error. It tends to either look absolutely correct
or absolutely wrong. Marikes NMM is flawless. The soft, blended gradation on the blades, flecked
with bits of rust, is outstanding.
Composition and basing goes a long way in my book. The added detail of the rocks and broken
planking helps fill out the base, and provides a sense of the rocky shore where the broken ships
prow rests. Skarres position on the wreckage is balanced, and her weapons form a triangle with the
base that leads your eyes around the model.

Quentin Smith, Studio Painter


Choosing the overall winner of a painting contest is quite a pressing task. Luckily Marike Reimer
helped make our decision a bit easier this year by entering a flawless version of Epic Skarre. From
the crisp, accurately rendered nonmetallic metals to the complimentary blue cloak and gold accents,
I have a hard time finding fault with her entry. The blending is incredibly smooth. Every detail pops
from the figure without overpowering the main focal point, Skarres face. Marike demonstrates a
stunning level of artistry on the face alone. The eyes look inhumanly real and feminine. The base is
just as well rendered as the rest of the figure, from the corroded brass supports and sculpted rocks
to the dirt splashed on the bottom of the cloak. The combination of these elements with an original
color scheme helped this entry stand out dramatically at this years competition.

15

WARRIOR
WARRIOR
T

Epic Skarre
by Marike Reimer

he first thing I thought about


when I started working on Skarre
was her actual, physical location. I
envisioned her on a boulder-strewn
beach, shrouded in mist. The goal was
to achieve a solitary, perhaps forlorn
effect. With the exception of the
expression on her face, all this had very
little impact on the end result. However,
that thought process did serve to keep
my mind focused on painting during
those hours in which sensible people
are asleep. There was a lot of sleep
deprivation involved since I began
painting Skarre the week before Gen
Con, which was also the same week as
final exams for my summer class.

Epic Sorscha
by Jrmie
Bonamant

16

hen I saw this miniature, I


immediately imagined a violent
contrast between red and white, snow
and armor, matte and brilliant, and cold
and warm tones. I used cold, dark blue
in the shadows of the armor to contrast
with the warm color of the highlights,
created with yellow and skin tones.
I used the same orange/yellow blend
for her hair and the highlights of the
armor; the same dark red for the armor,
hair, and the golden parts to create
harmony between all the elements of the
miniature.

WARRIOR
WARRIOR

Epic Skarre
by M. Greatbeard

WARRIOR HONORABLE MENTION

Morvahna
by Mengu Gungor

Vayl
by Susan Wachowski

Severius
by Kevin Clark
17

WARJACK
WARJACK/WARBEAST
I

ve been painting miniatures for six years. I first chose to do


an Earthborn Dire Troll because I really enjoy miniatures
with character and dynamic movement, which this miniature
has in aces, and second because the Earthborns unique ability to
metamorphose into whatever it touches had to be brought to life.
I came up with the idea that with its posing, I could show the troll
vaulting over a wrecked jack, with its arm changing to the color
of the metal. I went with a strong, dramatic color scheme that
took about 35 hours, with assembly and painting, to complete.

18

Earthborn Dire Troll


by Rich Curtiss

WARJACK

WARJACK/WARBEAST

am a 26-year-old History major at Northern Illinois University.


I was a tanker in the army, and my love for massive steel beasts
of destruction easily translated over to WARMACHINE. The
Deathjack was a genuine pain to hollow out for the lighting (as it
is a fickle entity). Plus, his base took forever to sculpt, though it
clearly illustrates how much I hate Trenchers.

Rusty Deathjack
by Adam Huenecke

19

WARJACK
WARJACK/WARBEAST

his model took about 20 hours total to paint. I originally


wanted to paint in 95% of it in metallic to showcase
weathering and aging, but changed my mind in mid-stride. I did
some conversion with putty and brush bristles for the barnacles.
The base is a real piece of coral set in water effects. I was a little
nervous about it, because there is only a single 1/16-inch brass
rod through one foot holding it in place, and I thought it might
snap. Fortunately, it stayed on!

20

Mariner
by Joe Whitlock

WARJACK

WARJACK/WARBEAST

WARJACK/WARBEAST HONORABLE MENTION

Spotted Warpwolf
by John Salmond

Carnivean on Lava
by Sonya Taulia

Red Deathjack
by Greg Crider

21

UNIT
UNIT
F

or my Exemplar Vengers entry, I


did light conversion, repositioning
limbs and adding banners, and then tried
to emulate an Islamic style with the paint
scheme and detail work.

Exemplar Vengers
by Adam Huenecke

Trollblood
Kriel Warriors
by Ryan Jaynes

22

yan also won the HARDCORE


Master Craftsman award on p. 42!

UNIT
UNIT
Field Mechaniks (Infernal
Contraption Bodgers)
by Ben Leong

hen I saw Infernal Contraption I


was hooked. After playing my first
game, I went out and bought some models,
putty, and a pack of jewellers saw blades.
Two nights later, the Infernal Contraption
gobbers were ready for painting. The
alchemist is my favourite.

UNIT HONORABLE MENTION

Krielstone Bearers
by James Russell
23

BATTLEGROUP
BATTLEGROUP/HORDE

he first inspiration for my entry came from Andrea Uderzos


stunning graphic of ShaeI loved the swashbuckling
pose. I wanted each of the jacks to tell a story as well, from the
Buccaneers vain attempt to squish the Cryxian pirate to the
Mariners advance slowed, but not stopped, by an octopus. I
repeated Shaes bold colors on the warjacks but muted with rust
and weathering.

24

Privateer Battlegroup
by Maciej Zylewicz

BATTLEGROUP
BATTLEGROUP/HORDE

Privateer Battlegroup
by Rich Curtiss

25

BATTLEGROUP
BATTLEGROUP/HORDE

ve been painting for the better part of 4 years, working


my way up into more competitions. After last years Best
Unit win, I wanted to stick closely to the same scheme
for a couple of reasons: I play Legion of Everblight using
these colors and I really enjoy painting the reds. The night
before entries were due, my friend accidentally dumped
my war group off the table, which had me up until 5:00
AM fixing them. It turned out well, with no harm done,
as its inevitable that something will always happen to my
entries.

26

Legion of Everblight
Battlegroup
by Jason Thompson

BATTLEGROUP
BATTLEGROUP/HORDE
BATTLEGROUP HONORABLE MENTION
Skorne Battlegroup
by Pam Albin

Khador Battlegroup
by Dave Schatz
27

DIORAMA
DIORAMA

Old Witch & Scrapjack


by Jen Haley

28

he Old Witch is one of my


favorite characters, and I find
the WARMACHINE: Apotheosis
artwork evocative. I decided to recreate the illustration as a diorama,
adding both Privateer bits and
sculpted details, and emphasizing the
influence of the Baba Yaga legend on
the character. In the frozen waste,
she points out something to the
Scrapjack, which swings its head
to peer atwhat? About 100 hours
went into to cleanup, conversion,
painting, and basing.

29

DIORAMA
DIORAMA

Lights Out
by John Salmond

30

have been gaming off and on for about 32


years and discovered WARMACHINE in
February 2006. I like making terrain and painting
miniatures so that equaled a diorama for my entry.
The snow proved the most difficult to work with
on this scale. This was my first Gen Con and first
time competing, and I had no idea what to expect.
I found it a great learning experience and very
impressive. I have the bug now.

31

DIORAMA
DIORAMA

Moonlight Hunt
by Sonya Taulia

32

am a mother of seven who runs


a daycare by day, a taxi service
for my sons sports by night, while
squeezing in college classes, gaming
with my husband and kids, and
painting minis a couple hours a
week. I have only been painting
seriously for 2 1/2 years. Many of
my ideas come from discussions with
my husband, as did the Rangers in
the tight 360. Moonlight seemed the
perfect compliment to it.

33

DIORAMA
DIORAMA
DIORAMA HONORABLE MENTION

Ship of Fools
by Rebecca M. Chockley
34

DIORAMA
DIORAMA
DIORAMA HONORABLE MENTION

Primal 500
by Michael Stubbs

35

2 00
7u
s

o
i
t
a
n
T

s
l
a
n

The Champs shake as the moment of victory sets in.

he 2007 US Nationals Championships were brutal and challenging, as record numbers of players took to
the tables, including all five members of the Trail of Champions from 2006.

In a first for the US Nationals Championships, the factions of both HORDES and WARMACHINE clashed in
a mixed-format battle using the new Steamroller 3 format.
The qualifiers of US Nationals took place over two days, with players duking it out for the top 4 positions and
the right to contend for the championship. Of the Trail of Champions members only Justin Harring would
secure a spot along with Craig R. Murphy, Nate Heitz, and Jarred Robitaille in the top four. In the end, Craig
and his Protectorate of Menoth army took the Champions trophy, after seizing victory by a slim margin from
Jarreds vicious Circle of Oroboros force. We caught up with the top four contenders to find out their thoughts
and musings on the 2007 US Nationals.

36

s
h
n
i
p
o
i
p
m
a
ch

Craig Murphys
Protectorate
of Menoth Army

National Final Round


Model/Unit

Craig R. Murphy

champion

ationals 2007. What a great time. I


appreciate seeing the continuing efforts
Privateer Press puts into improving their
tournament environment, and I definitely
found this years Steamroller 3.0 more
balanced and dynamic than Steamroller 2.0.
I found the play environment much better
this year too, with more terrain variety and
better acoustics. I am sure that with what
Privateer Press learned this year, next year
will be even better.
I failed to qualify the first day of Nationals,
and the lessons I learned in those games will
keep me from being surprised the same way
again. Second day of Nationals went much
better. I was fortunate to play two of the Trail
of Champions players from the 2006 Nationals
and still make the finals on Sunday.

Sunday! Sunday! Sunday!


Sunday was the pinnacle of Nationals.
My first opponent in the finals was Nate,

Points

Harbinger of Menoth............ 107


Testament of Menoth.............72
Exemplar Seneschal x3......... 102
High Paladin Vilmon.............. 38
Paladin of the
Order of the Wall...................19
Wrack x2.................................10
Exemplar Vengers (5).............137
Exemplar Vengers (4)..............111
Holy Zealots (10) x2
+ Monolith Bearer.................168
Temple Flameguard (9)
+ Officer & Standard Bearer.. 104
Daughters of the Flame......... 62
Doc Killingsworth...................19
Piper of Ord...........................22
Eiryss, Mage Hunter of Ios.... 29
Total:.................................1,000

Not turning to the dark side

Im not sure what next year will bring. If I


continue to play Menoth, I think my local
gaming group is going to disown me. I have
Cryx envyI love the tactical options and
the play stylebut I cannot bring myself
to play the dark side. I will probably play
Cygnar next year and see if I can bring
some victories home for them.

I would like to thank all those who I played


at Nationals, you were all good opponents,
not one negative experience in 11 games!
Also a big thank you to Privateer Press for
putting on a kick ass event.

one of my good friends from our Madison


Wisconsin gaming group. Nate is a class
act and the best Khador player I know. In
a very close game, the Harbinger and the
Testament of Menoth won out in the end
over Epic Vladimir and Irusk.
Then came the championship round
against the dominant Circle Orboros
player, Jarred. I could not have imagined a
better opponent or a closer, more exciting
final game. I posted a battle report on the
forums (www.privateerpressforums.com) from
the Menoth perspective, but the short
version is that the game came down to the
wire, and the faithful of the Creator pulled
it out by a single VP.

Tactical Observation:
Craigs army gets great mileage
out of using Doc Killingsworth to
heal the damage the Harbinger
takes from Martyrdom. Creepy
maybe, but effective.

37

2007 us nationals championshi

Jarred Robitaille-2nd Place


I

have played tabletop games since age 13 or


so and started playing WARMACHINE
not long after the publication of Escalation.
A few of my friends had acquired the four
factions, so I picked up the Magnus boxed set
and some solos. I later expanded, and before
I knew it I had all of the WARMACHINE
factions. When HORDES released I collected
all four at once. I currently have somewhere
in the area of just over 500 WARMACHINE
and HORDES models, a meager investment
equal to that of a used car.
I like Privateer Press games for a couple
of reasons. The mechanics are great, and
choosing between resource management
in WARMACHINE and risk management
in HORDES is awesome. I teach math
and like to play the odds and figure the
probabilities, so I prefer HORDES as its a
more interesting game mathematically. The
other main reason is the type of players these
games attract. Compared to some companies,
Privateer Press doesnt sugarcoat things.
The game is aggressive. If you cant handle
that, go home and come back in a few years
when youre ready. I like playing against
people who understand the rules, and I
find these games attract agenerally more
mature and intelligent group. Finally the
background of the Iron Kingdoms is filled
with some outstanding work and the models
are top notch.
This was my first time at Gen Con, or any
huge con for that matter. Previously I had
played at Templecon in Rhode Island.
I thought that overall the tourney ran
smoothly given the number of players and
the intensity level. The quality of player was
second to none, as I expected. My games
with Trail of Champions BA Sparks, forum
member D.Vader, and both my finals games
with Justin and Craig were some of the best
Ive ever played.

Building a winning army


I started designing my army lists back
around May or June when I decided to field
HORDES instead of WARMACHINE.
Really it came more as a challenge from
my buddy Bill (sevwall for you forumites)
to see if HORDES could compete at that
level. Examining the factions and current
Steamroller rules, I looked to Circle and
Legion for their speed and advantages in

38

scenario play. Suspecting that Cryx spell


assassins and Khador Old Witch/Epic Vlad
lists would run rampant, I chose Circle for
the Blackclads to shut down spell assassins,
Krueger to deal with massed infantry, and
Woldwardens to throw lightning and block
charges with Undergrowth. The whole thing
fell into place in July when I read the stats for
Gatormen and the Woldwyrd in No Quarter.
I had a list that I felt confident could shut
down most charges, most shooting, and all
spells. The list did not give up many easy VPs
and typically won by crushing the opponents
army unless they made a mistake with their
caster. I chose Baldur as my second list towin
byscenario and included Bloodtrackers and
Bog Trogs to keep my opponents wary. I
much prefer playing Kaya assassin lists, but
in testingI found she couldnt quiet handle
some of the real powerhouse armies. Maybe
thats changed now, with all the new Evolution
goodness.

Using the army


The time restriction made Krueger an easy
choice for most games. I didnt think anyone
could kill him in such a short time and figured
most rounds would end on VPs. Most of my
games revolved around an aggressive brick
strategy with Krueger and Woldwardens
ready to crush infantry and to wound enemy
beasts to get the Gatormen excited. I typically
advanced forward and used portable terrain to
ignore most enemy countercharges. When it
got down and dirty, the Woldwarden would
double-hand throw or chain slam things and
the Gatormen and Warpwolf would clean up.

Something you should


do before you die
Overall, I had a great time at Gen Con,
and I defiantly plan on going next year. Its

something you should do at least once before


you die. As for what Ill bring with me, who
knows? I hear theres some fancy new
books coming out for WARMACHINE
this year which may tempt me back from the
wilderness. Personally Im more of a ninjasover-pirates guy though, and I have really
enjoyed Rhyas, so you never know. I would
most likely return to WARMACHINE for
Cygnar. Nemo has always been my personal
favorite. Who knows? If he goes Epic this
year (fingers crossed) I may have to bring
lightning death of a different variety to 2008
US Nationals.

Jarred Robitailles
Circle Orboros Army
National Final Round
Model/Unit

Points

Krueger the Stormwrath.........61


Baldur the Stonecleaver........ 65
Woldwarden x3.....................348
Warpwolf..............................108
Woldwyrd...............................53
Druids of Orboros................. 84
Shifting Stones........................42
Bog Trog Ambushers (9)........ 112
Gatormen Posse (5)................111
Swamp Gobber Bellows Crew.15
Total:...................................999
Tactical Observation:
Despite their natural animosity,
both Gatormen and Bog Trogs
work well together on the
battlefield.

Justin Herring-3rd Place

ve been playing now for about two and


a half years. This was my third Gen Con
and it was, as always, a blast. I had a great
time playing Privateers games and sampling
the great variety of games on tap at the Con.
And it was great to catch up with some old
friends.

When I first started with Khador, I


played several different casters, including
Vladimir, Irusk, the Old Witch, the
Butcher, and Epic Vlad, and I managed a
fair bit of playtesting. I also solicited advice
from some Khador players Ive played with
over the years, which I found very helpful.
I had a lot of good choices, but after playing
a bit, I saw pretty clearly what makes Epic
Vlad so popular. The ability to super-buff
Khadors already good warrior models
makes his offensive power awesome. I also
liked Irusks and the Old Witchs power
to control the board (with Inhospitable
Ground and Field of Talons, respectively),
but I decided to focus primarily on the Old
Witch. I ultimately settled on a Behemoth
too, because the utility and range of its
double bombards make it useful even before
it lumbers into melee. I took the Old Witch
as a second caster in case I found a scenario
where I thought I needed her, but overall I
felt more familiar and comfortable with Epic
Vlad and ended up using him exclusively.

Strategic Rearrangement

on Irusks Inhospitable Ground spell to


control scenario objectives and block
charges, would likely match poorly against
my three possible opponents in the finals,
who had many ways to ignore terrain or
spells. I ended up putting together a second
army that I used in both my finals games,
based on Epic Vlad again and the Old
Witch (a great scenario caster because of
her feat). Regrettably, I also had to drop the
Behemoth. As much as I like the big jack,
at 172 points I simply found it more useful
to field more infantry that could benefit
from Epic Vlads buffs. I felt that in the
time-limited games, the Behemoth simply
couldnt get to where I needed it as quickly
as the powerful infantry.

Justin unleashes his inner


warbeast
Going forward, Im pretty excited about
focusing on my HORDES army for a
while. Ive really neglected my Legion
in the past six months. After so much
WARMACHINE, Im looking forward
to the beast-centric feel of HORDES and
the fury mechanicespecially with all the
new goodies in Evolution. One of my favorite
things about the Legion of Everblight is that
they can handle warbeast-heavy armies very
welland now with the Shepard there is
yet another reason to take more warbeasts!

Justin Herrings
Khador Army
National Final Round
Model/Unit

Points

Old Witch of Khador


& Scrapjack...........................106
Vladimir, the Dark Champion.84
Man-O-War Drakhun x2........ 140
Manhunter x2........................ 44
Iron Fang Pikemen (10)
+ Officer & Standard Bearer.... 130
Iron Fang Uhlans (5)..............137
Man-O-War
Demolition Corps (5)............. 86
Widowmakers x2..................106
Winter Guard
Mortar Crew x2...................... 50
Alexia Ciannor........................52
Eiryss, Mage Hunter of Ios.... 29
Gorman di Wulfe................... 28
Total:................................... 992

I realized that my 1,000 point Trail of


Champions army, which relies heavily

39

2007 us nationals championshi

Nate Heitz-4th Place

played in the 2006 Nationals tournament


and didnt do very well. I chalk this up
to unfamiliarity with the scenarios and
Steamroller format. Ive played in many
Steamroller events since then and become
more familiar with the format. The two
most important things to understand about
Steamroller games are that they will generally
only last three or four rounds, and you need to
be very careful about giving up victory points
because games can end before you reach the
scenario objective.

The second was a prime Vlad list that focused


on ranged combat and winning take-andhold scenarios. After playing against 30
Bane Knights and 20 Bile Thralls, one of
my Steamroller lists always includes a lot of
ranged units. The idea behind this list is to use
Signs and Portents, Mortar Crews, Winter
Guard, and a Destroyer to rain death on the
opposing army. I also included a Devastator
mainly to hold objectives. In scenarios like
killing fields and invasion, its nice to have two
jacks that can run 16 and hold objectives.

Two months before Gen Con, I came up with


two lists that I thought would work well for
the event. I played exclusively with these two
lists leading up to the con, making adjustments
after each game. I had a lot of help from my
local gaming group. Post game discussions
played a large part in determining the lists I
would eventually take to the Nationals.

Definitely turning to the dark


side

A winning strategy: Pick your


blood relatives wisely
My first army list used Epic Vladimir and
focused on speed and hitting like a ton of
bricks. An Epic Vlad army revolves around
the feat turn. Blood Legacy on Doom Reavers
or Demo Corps is just plain sick and can even
be useful on mortars or Widomakers. His
spells Transference and Hand Of Fate also
work really well with an all-infantry army.
Even after taking a pounding, its still possible
to pull out a win with just a few remaining
warrior models.

40

I was incredibly excited when I made it to the


finals, but was probably even more excited that
Craig, another player from my Madison game
group, made it with me. Its not uncommon
for me and Craig to play each other during
the final rounds of a tournament. This time
I couldnt stand against the combined might
of the Testament and Harbinger. I played
seven amazing games against seven incredible
opponents. I had a great time playing at
Nationals and cant wait to get another crack
at that first place trophy with my Legion of
Everblight army next year.

Nate Heitzs
Circle Orboros Army
National Final Round
Model/Unit

Points

Old Witch of Khador


|& Scrapjack...........................106
Vladimir,
Dark Prince of Umbrey......... 76
Destroyer.............................. 126
Devastator.............................122
Manhunter x2........................ 44
Battle Mechaniks.................... 17
Doom Reavers......................100
Greylord Ternion...................43
Kossite Woodsmen (8)............73
Widomakers x2.....................106
Winter Guard
Mortar Crew x2...................... 50
Eiryss, Mage Hunter of Ios.... 29
Gorman Di Wulfe,
Rogue Alchemist.................... 28
Kell Bailoch............................27
Alexia Ciannor........................52
Total:...................................999
Tactical Observation:
Nates army uses very powerful
solos, but his Khadoran models are
the real hammer. A Doom Reaver
under the effect of Vladimirs
feat lays out roughly 34 points of
damage on average on a charge.

Hardcore,
HARD RESULTS

This is the nicest the Champs ever were to each other

The Winners of the 2007 Gen Con


Hardcore Championship Speak
What is Hardcore?
T
o compete in HARDCORE, you must bring the
complete package to the tablefully painted
models, a decisive command of your army, and sharphoned knowledge of the game. Awards go for the most
impressive army, most victory points accumulated, the
fastest caster kill, and the most games won. With its
7-minute turns, players must be able to make splitsecond decisions and have a solid grasp of the rules in
order to avoid wasting time.

750 points of WARMACHINE models


Any faction, including Mercenaries
7-minute turns
Fully-painted and assembled models
Kill the caster only scenario

Privateer Press thanks everyone who participated,


making this years HARDCORE championship at
Gen Con one to remember. But dont rest on your
laurelsnext years competition is guaranteed to be
worthy of a true HARDCORE champion.

Master CraftsmanBest Painted Army


VanquisherMost Games Won
ExecutionerMost Victory Points
Mage HunterFastest caster Kill

HARDCORE AWARDS

41

HARDCORE, HARD RESULTS


so I kept my original strategy: use the big
damage output of the various storm units
to open up holes in the defense and create
charge lanes to the opposing caster for
Stryker or the Centurion.

His Secret:
Being Chained
To the
Painting Bench
For next year, I have decided to semiretire my Cygnar army and focus more
on fleshing out my Trollbloods. Ive also
got a small Protectorate army on the back
burner though, or I might brush the dust
off my Mercenary stuff. Well just have to
wait and see.

Ryan Jaynes
Master Craftsman
T

his years HARDCORE saw some


simply outstanding paint jobs. In
the end though, prolific and dedicated
hobbyist Ryan Jaynes won the Master
Craftsman award for this yellow and white
painted Cygnar army. Ryan also won the
Master Craftsman award with another
army at the Bayou Wars HARDCORE
event this Spring. Like last years Master
Craftsman winner Rich Curtis, who went
on to win several awards this year in
the Formula P3 Grandmaster Painting
Competition, we expect to see a lot more
of Ryans great work in the future. We
spoke with him about his beginnings as a
gamer and his secret behind painting so
much great stuff!

Origin Story
I started playing WARMACHINE with
the release of the original Prime. The
great minis initially attracted me, but
the game itself has kept me around. No
other game forces me to make so many
small, but crucial, tactical decisions over
the course of a game. I have also come to
really appreciate the depth and richness
of the setting and characters.

42

Ryan Jaynes
Master Craftsmen-Winning
Cygnar Army

This was easily my favorite Gen Con thus


far. I also had a good deal of success in
a competitive sense. HARDCORE is
probably the most fun I have had at a
tournament, and every opponent I faced
was first-class. The format is just that,
hardcore, and it really tests how well you
play and know the game by forcing you
to think and act fast. Im already looking
forward to next year.

Crafting the
Perfect Storm
Because I have played so long, I have a
rather sizeable painted Cygnar collection
to choose from. As I narrowed it down, I
strove to make a force that could contend
for the Master Craftsman award and still
remain competitive on the field. I decided
to build an Epic Stryker army on a
storm theme. I managed to gather most
of the army from the better-painted pieces
in my collection, but I spent the month
before the tournament busily finishing a
unit of Storm Lances and a second unit of
Stormguard. I spent so much time chained
to the painting desk, that I never even got
a chance to properly field test the army,

Model/Unit
Points
Lord Commander Stryker......91
Lancer.................................. 76
Centurion............................. 113
Hammersmith........................111
Journeyman Warcaster.........25
Rupert Carvolo,
Piper of Ord..........................22
Storm Lances (3)................... 93
Stormguard (10) x2.............. 216
Total:......................... 747

HARDCORE, HARD RESULTS

Marshall Karg
Vanquisher
M

arshall Karg battled his way


though HARDCORE to win the
Vanquisher Award for the most victories
on tables. Marshall gives us insight on his
success with Darius and the importance
of a great gaming group.

Shout Out
To My Peeps

Competing in the US Nationals and


HARDCORE is, in my opinion, the
top of the WARMACHINE world and
a great chance to play against the best
players out there. I had a great time and
played some simply awesome games with
some great people. My only complaint is
that I needed more time to do everything
I wished to do!

I used Darius for HARDCORE because


he plays quick and kicks assthe combo
of Darius crane along with warjacks
possessing Reach is very flexible. I played
a lot of troop-heavy lists that got bogged
down trying to get everything done. I
mostly played for the center of the board
with my caster and jacks, while my
cavalry flanked and my sword knights
ran interference by guarding flanks,
blockeing charges, and tying up other
Some good friends pulled me into
troops. All the while I would look for the
WARMACHINE when it released,
chance for a caster kill.
starting with Cygnar. I enjoy the personal
feel of the game, the way every trooper Im not sure what Ill field next year.
counts and how one model can make or Darius is hard to deny, but at the moment
break you. The jacks add an interesting Im leaning to Epic Caine. Only time,
flare, but what I like most about the game and some playtesting, will tell. He is, in
are the warcasters and how they give your my opinion, the best caster killer in the
army its distinct feel and play. This Just gamehes fast, shoots like the devil
In: Darius Kicks Ass in HARDCORE. himself, and can really give out the hurt.
I want to take a second to really thank
my gaming group. They are some of the
best players out there and if not for them
constantly challenging me, I wouldnt be
as good as a player as am. Also, Id like to
give a big thanks to local Press Gangers
Todd Arrington, Derrick Osborne, and
Seth Ferris. They do an amazing job of
supporting the hobby whenever and
wherever they can.

Marshall Kargs
VanquisherWinning Cygnar Army

Model/Unit

Points

Captain E. Dominic Darius... 93


Centurion x2.......................226
Journeyman Warcaster.........25
Eiryss, Mage Hunter............. 29
Rhupert Carvolo,
Piper of Ord..........................22
Storm Lances (5).................. 149
Sword Knights (8) x2........... 148
Alexia Ciannor......................52
Total:...................................744
43

HARDCORE, HARD RESULTS

Cooper Findley
Executioner
Skarre: More Than
a Great Rack

locking in at 110 Victory Points


gained over several battles, Cryx
player Cooper Findley brought home
the Executioner award to his native
Massachusetts, a total comparable to
the 113 VP garnished by last years
Executioner award winnerDavid
Dauterive. We asked Cooper about
his
wargaming
background,
his
HARDCORE experience, and what part
of Skarre he finds the most attractive.

Small Town Hero.


You Know, Like
the Butcher.
WARMACHINE
was
the
first
true miniatures game I ever played
competitively. That it remains my
primary game says a lot about how much
I think of the system. I come from a pretty
rural area in western Massachusetts,
so I hadnt seen much in the way of
tabletop strategy before I encountered
the game at Greenfield Games. However,
I got lucky enough to join in just as the
WARMACHINE craze really took off in
Greenfield, and despite my inexperience
Seth Lustig and all the other great guys
down there helped me through the trials
of learning the game from scratch. Really,
I owe all of the great experiences Ive had
in miniature gaming to Privateer Press
and to Greenfield Games.

44

I ran a Skarre infantry-heavy list that I


had found successful, with a few minor
tweaks. By tweaks I mean I removed
a unit of Bane Knights in favor of an
extra Helldiver and a minimum unit of
Soulhunters. During HARDCORE I
felt this may have been a mistake, but in
the end, the cavalry played an important
role in every game. I had planned to use
my standard strategy: flank with Pistol
Wraiths, Bokurs, and the cavalry, and
advance the rest of the army slowly using
terrain to best advantage. A few minutes
into my first turn I realized that there
would be no slowly for me, so I decided
to forget the hesitant advance and instead
run myself into position as quickly as
possible, relying on the Bile Thralls as a
charge deterrent.
As it turned out, that first game proved
the second bloodiest of the day for me,
but in the end my opponent edged me out
by a single VP. He was a great guy, and I
had a great time, but that first-round loss
changed the course of the tournament for
me. I was sure I was out of the running
for anything shiny, so each game became
a matter of running straight at the enemy,
killing everything I could, and trying to
pop Skarres feat at the right time. This
meant a lot of killing for both me and
my opponents, and some of the most
entertaining games Ive ever played
particularly one against forum member
Gearloop and his Epic Stryker army. If
I remember correctly, only six models
remained on the table when the judges
called time. For me, it didnt feel like a
defeat at all. I remember thinking thats
exactly how WARMACHINE should be
played: Page 5 all the way.

Cooper Findleys
Executioner-Winning
Cryx Army

Model/Unit

Points

Pirate Queen Skarre............66


Helldiver x2.......................... 88
Deathripper......................... 38
Skarlock Thrall.....................16
Tartarus............................... 40
Pistol Wraith x2...................66
Bloat Thrall.......................... 28
Gorman di Wulfe................. 28
Bokur x2............................... 78
Bile Thralls (6)...................... 41
Bile Thralls (9)..................... 59
Bane Knights (10).................123
Soulhunters (3)..................... 78
Total:.........................749

HARDCORE, HARD RESULTS

JEFF JONES
MAGE HUNTER
J

eff Jones no-holds barred approach


to playing netted him the fastest
caster kill. Jeff tells us why a Karchev
party dont stop.
Heres how Jeff took down Feora to
claim the fastest caster kill in Turn 2:

Anatomy of a
Caster Kill

Kicking Ass
Since 2006

1.) Using a tactic becoming well known


by the enemies of Khador, Kharchev used
I started playing WARMACHINE in his upkept Tow spell to bring the usually
January 2006, when our local Press slow Devastator and Kodiak along for a
Ganger Carl Morgan turned me on run directly at the enemy.
to it. One of the things I enjoy about
2.) By turning Kharchev at the end of
WARMACHINE is that even when
this run and exposing his back to the
getting your fanny kicked all over the
enemy, the two heavy jacks were poised
place in this game, you can still hope for a
to make use of Kharchevs upkept Iron
lucky shot at the other guys caster. You
Curtain spell to knock down everything
are never out until you are out.
between them.
To anyone who feels intimidated about
HARDCORE: get over it. Its the most
fun I have ever had playing a miniatures
game. Ever.

There Aint No
Battlegroup
Like A Karchev
Battlegroup
In order to prepare, I practiced on Friday
nights for about a month with timed
games to get faster. I wanted a low model
count, with everything packing fast and
deadly potential. I felt it more important
to activate all my models the way I wanted
rather than hurrying through my turn to
get everything done. Picking Karchev as
my warcaster seemed the only choice. His
battlegroup moves quickly, hits hard, and
has good survivability. I picked flexible
models to fill out the army: Widowmakers
are deadly and have advanced deploy;
Eiryss and the Manhunter are too
dangerous to ignore; and the Drakhun is a
universal problem-solver. The Mechaniks
came to keep Karchev running. I planned
to use the Widowmakers and Iron
Curtain on the Kodiak and Devastator
to open a gap and then shove Karchev,
the Drakhun, and the Spriggan down my
opponents throat.

Jeff Jones
Mage Hunter-Winning
Khador Army

To anyone
who feels
intimidated
about
HARDCORE:
get over it.

3.) The heavily armored and mobile


Drakhun played a key role by throwing
himself into the defensive strikes of the
Protectorate players warjacks.
4.) Their path clear, the two Khador
warjacks ran forward, catching Feora
in the Iron Curtain and knocking her
breathlessly to the ground.
5.) The earth trembled as the Spriggan
charged and its war lance impacted with
the fallen warcaster.
6.) Tying up a knocked down Feora is
sweet. Rolling triple sixes to deal just
enough damage to destroy her? Priceless.

Model/Unit

Points

Karchev the Terrible...........100


Spriggan...............................132
Kodiak.................................. 117
Devastator............................122
Drakhun (w/dismount)......... 70
Manhunter............................22
Eiryss, Mage Hunter of Ios... 29
Iron Fang Uhlans (3)............. 83
Widowmakers.......................53
Battle Mechaniks (4)............ 20
Total:.........................748
45

Guts and Gears takes a look at the men, machines, and monsters of the Iron Kingdoms. Read about what it takes to
be a warrior or warbeast with one of the many factions or look into the mechanikal workings of hulking warjacks
and what it takes to get these multi-ton constructs to dominate the battlefield.

by Doug Seacat and Dan Weber Art by Darren Bader, Matt Dixon, and Andrew Hou

TROLLS

recognized distinction has existed for centuries


between the diverse breeds of full-blood trolls and
the civilized trollkin kriels. With the threat of warfare
constantly increasingly, more and more full-blood trolls
live and fight alongside battle ready trollkin kriels. These
trolls rip enemies limb from limb in exchange for mutual
protection and ready access to food. Experienced trollkin
can, with time and effort, train trolls to fill a variety of
essential roles on and off the battlefield that take advantage
of the trolls strength, regenerative capacities, cunning, and
ready aptitude for war. The raw strength and stamina of
trolls allows them to comfortably wield massive weapons
and to wear much heavier armor than their smaller kin.
Wild trolls have only the skill and intelligence to craft crude
tools, weapons, and protective attire. They have proven quick
to learn and adapt when provided with more sophisticated
gear by their trollkin allies, however. Kriels that make
use of trolls consider it well worth the added expense
and time to hammer together thickened armor, forge
heavy axes, assemble spears, or craft other suitably
oversized weapons for these hardy warriors. The
massive gear some trolls carry to battle has caught
many adversaries off-guard, particularly
those who may have only had experience
fighting feral trolls.
Trolls will literally eat anything that
moves. Trollkin who use trolls for
physical labor, therefore, never fully
trust them with handling food stores.
Similarly, kriels have quickly learned
never to leave full-blood trolls unsupervised
near enemy prisoners, as the trolls constant
gnawing hunger and ability to digest even
the most noxious or inedible materials makes
almost anything fair game as a snack. A trolls
ravenous appetite, particularly after
battle, is a constant fact of life. The bulk
of the hostile encounters between
humanity and trolls have directly
resulted from troll hunger combined
with their belligerently indiscriminate
choice of prey. Some seem to actively
prefer the taste of human flesh and to
enjoy the excitement and panic associated
with humans fleeing from them.

46

NO Quarter Magazine: Guts & Gears

While a number of trollkin kriels


commonly make use of full-blood
trolls today, historically some trollkin
communities have at times preferred
to distance themselves from their
feral cousins and have actively denied
similarities in their bloodlines. This
occurs most commonly among kriels
attempting to live in close proximity
and in harmony with nearby human
cities or towns. Humans will eagerly
kill any full-blood troll on sight as
a time-honored precaution. For
most of their history, humans have
universally recognized trolls as a
menace threatening both urban and
rural regions. As adaptable as humans
may be, trolls have proven their equal,
and the two have often vied to occupy
and hunt for food in similar territories.
This universal animosity exists in
every nation menaced by trolls. Both
Rhul and Ios, in fact, have proven
willing to kill any troll discovered
within their borders.

These reasons perhaps make it


understandable that the usually
solitary and territorial trolls have
found it beneficial to associate with the
smaller and more intelligent trollkin,
one of the few species to accept them.
Ancient krielstones describe that fullblooded trolls have often found a
place among the kin. Certain Dhunian
shamans have long made peaceful
contact with trolls and learned how to
communicate with and control them.
Mutually beneficial arrangements
became more widespread and
formalized during and after the
great trollkin uprisings in 242 and
262 AR, called the First and Second
Trollkin Wars by human historians.
The trollkin have always selected the
most intelligent and expressive trolls
to work and fight alongside. Over
time certain bloodlines have come to
serve the trollkin through successive
generations until this has become an
accepted tradition.

While trolls unquestionably have


simpler minds and less intelligence
than trollkin, the cunning of full-blood
trolls far exceeds that of simple beasts.
Evidence indicates that, despite their
small vocabularies and difficulties
with abstract thinking, full-blood trolls
have a clear sense of individual identity
and even a rudimentary awareness of
history. They recognize bloodlines in
a fashion not entirely dissimilar from
their more intelligent kin. Many wild
full-blood trolls denote bloodline
with recognizable marks resembling
simple runes. Some trolls have found
ways to mark their resilient flesh with
long-lasting tattoos, often combining
branding by fire and pressing colorful
poisons into the sizzling wound. While
not permanent, such scarification
provides a long-lasting decoration
that a bloodline might use to identify
itself. Others prefer to carry their
mark chiseled onto a rounded piece
of stone, sometimes worn on a
knotted cord like an amulet, and trolls
working alongside trollkin kriels have
learned to mark their identity using
recognizable Molgur-Trul runes.

47

NO Quarter Magazine: Guts & Gears

Trolls bloodlines and blood distinction


goes beyond simply recognition of
parentage. There is evidence that trolls
of the same bloodline can immediately
sense this affinity when meeting each
other, either by smell or the taste of
blood. Within these bloodlines trolls
demonstrate a degree of familial
loyalty and will avoid killing those
they recognize in this fashion unless
brought to the brink of frenzy by
injury or berserk rage. Due to their
regenerative capacity trolls that can
avoid a death by violence have a life
expectancy easily exceeding a century.
Elder trolls have proven capable of
remembering deeds and events far
in their past, such as recognizing
the runic name-marks of individuals
that fought alongside them decades
before. Similarly their periodic
loyalties to trollkin kriels can run just
as deeply, ingrained over succeeding
generations.
Beyond subtle distinctions which
only another troll could notice,
bloodlines in different regions and
that consume markedly different food
have demonstrated a wide variety of
appearances and coloration. While
most trolls from the Gnarls and the
Thornwood have flesh of a bluish
hue, for example, several bloodlines
in the outer Scharde Isles have
a more greenish coloration. One
breed near Scarleforth Lake in the
Bloodstone Marches is notable for its
earthy brown skin and violet quills.
A full-blood trolls digestive systems
and metabolism, while not quite as
robust as the larger dire trolls, can
extract nourishment from substances
poisonous, inedible, or indigestible
to other living species. Some troll
bloodlines will even go out of their way
to consume certain noxious substances
just to achieve a desired skin and quill
coloration, even when the substance
provides no nourishment whatsoever.
Trolls living in more extreme
environments, such as the frozen
northern mountains or the desolate
deserts of the Bloodstone Marches,
have sometimes manifested adaptive

48

physiological changes unusual enough


to qualify them as separate species.
While trollkin have no formal term
for this distinction, most consider
creatures like pyre trolls and winter
trolls distinctly different from other
full-blood trolls that possess a degree
of physiological similarities to one
another.
Trollkin categorize allied full-blood
trolls based on the combat role for
which they were selected and trained.
Kriels from different regions use their
allies for a wide variety of tasks in
battle, limited only by the weapons
and armor available. Temperament is
one of the most important factors when
deciding what role a young troll might
fill. The ease of forging large hacking
implements, extremely effective in the
hands of the most aggressive trolls, has
made axers common in both northern
and southern regions. Trolls selected
to become impalers and trained to
throw heavy spears have calmer
temperaments and demonstrate some
degree of coordination and aptitude.
Bouncers, while highly valued for their
protective instincts and skills, remain
fewer in number. Chosen from among
trolls that demonstrate an above
average ability to form emotional
attachments to trollkin, bouncers go
out of their way to defend their smaller
kin in battle. These trolls receive
additional food to bulk them up,
layers of armor, and a shield, making
them among the most formidable fulltroll warriors and extremely difficult
for enemies to bring down. Fighting
with a shield in one hand and a spiked
flail in the other does not come easily
to trolls, and the bouncers require
considerable practice with this gear
before they reach their full deadly
potential.
While the warriors of the united
trollkin kriels have recently gained
tremendous strength from the sudden
and unprecedented arrival into their
ranks of dire trolls, such great and
savage beasts remain few in number
and difficult to feed and control. The
full-blood trolls, creatures with whom

most trollkin feel far more comfortable


and more willing to entrust their lives
to, form the mainstay of all the fighting
kriels. Great bonds of fellowship
are not uncommon between trollkin
veterans and the full-blood trolls who
fight alongside them. While trollkin
may never see trolls entirely as peers,
the creatures have earned a special
regard among the warriors who fight
every day for the freedom and future
security of their families.

New Feats
Trolls are detailed in the Monsternomicon Vol. I. GMs can use these
feats to customize individual trolls.
Additional customization is possible
by advancing a troll using character
levels, such as Babarian or Fighter.

Intercept (General)
Prerequisite
BAB +5, Combat Reflexes, Dexterity 16
Benefit
Once per round, if you are adjacent
to an ally who is targeted by a direct
melee or ranged attack (but not an
area effect), you can subject yourself
to the attack in the allys stead. If
the attack hits you, you take damage
normally. If it misses, it also misses
the ally.
You must declare your intention to
intercept before the attack roll is
made. You select your ally either
prior to combat or immediately after
you make your initiative check. You
cant change your ally for the duration of the combat.
Special
A fighter can select Intercept as one
of his fighter bonus feats.

Powerful Throw (General)


Prerequisite
Point Blank Shot, Power Attack,
Strength 22
Benefit
After scoring a critical hit with a
thrown weapon the opponent must
succeed on a Reflex save (DC equal
to 10 + 1/2 your hit die + your strength
modifier) or be knocked prone. The
thrown weapon cannot be a light
weapon, and you cannot be more
than a single size category smaller
than the opponent.
Special
A fighter can select Powerful Throw
as one of his fighter bonus feats.

NO Quarter Magazine: Guts & Gears

Troll Impaler,
Axer, and
Bouncer Tactics

t first glance, tactics for the


three trollblood warbeasts
discussed in this article seem fairly
straightforward. The Axer charges
in, sweeping clusters of foes aside
with its mighty Thresher attack; the
Impaler uses its Far Strike amimus
to perforate distant foes and slam
the survivors aside; the stalwart
Bouncer serves as a living shield for
the warlock fortunate enough to have
it as a bodyguard. Simple, right?
Well, it need not be so obvious. With
a little work these warbeasts can
pack a nasty punch. So what are you
waiting for? Read on, take it to the
enemy, and remember the kriels are
counting on you!

Three is the magic number. You can


force Axers, Impalers, and Bouncers
for a maximum of 3 fury each. This
makes careful fury management
crucial to getting the most from their
abilities. Having a warlock cast the
warbeasts animus instead of forcing
the beast to do so is usually more
efficient. The Axers Rush animus
(speed +5 charge that ignores rough
terrain and obstacles) is a perfect
example of the benefits of having a
warlock cast the animus. If the Axer
uses Rush on itself, it has only 1 fury
for the remainder of its activation and
does not benefit from the animus until
next activation. If a warlock casts Rush
on the Axer prior to its activation, the
Axer can charge up to 10 with a full
3 fury available for doling out some
serious hurt.

contact) can make good use of the


Bouncers formidable 19 armor.
Depending on the warlock, this
translates into an increase of between
2 (Borka Kegslayer) and 6 (Hoarluk
Doomshaper) points of armor.
Add in the +4 armor bonus from a
nearby Krielstone (+2 armor to the
Bouncer, makes it an armor 21, then
an additional +2 armor to the warlock
when it transfers over) to push this up
to 23. You want Doomshaper to have
ARM 23 armor, dont you? Good, I
thought so.

King of the castle. Although the


Bouncers Castling ability swaps it
with a warlock in base contact, it is
only a defensive ability if you want it to
be. Since Castling occurs at the start of
the Bouncers activation it can be used
to reveal new targets for the Bouncer
to declare charges against. It can also
give the warlock new options for its
own activation since the warlock can
be placed facing any direction when it
replaces the Bouncer.

Slamtastic! You should exploit


the critical slam from an Impalers
Thrown Spear attack whenever
possible. Beyond simply knocking
down high defense targets, making it
easier for other trollblood models to
strike the target in melee, it also serves
as a potential boost to an allied models
movement when paired with Madraks
Sure Foot spell. Sure Foot prevents
a model from being knocked down,
allowing the Troll Impaler to throw
spears at a friendly model without
a slam knocking it off its feet. If the
force includes Horaluk Doomshaper,
his Fortune spell (re-roll failed attack
rolls) also increases the chance of a
slam against the typical high defense
HORDES target.

Something borrowed. Trollblood


warlocks with access to the Earthborn
Dire Trolls Transmute animus (use
the current armor of a model in base

The Dire Troll Mauler loves getting


slammed about this way, which
increases its charge threat range by up
to three inches. The Thrown Spears

49

NO Quarter Magazine: Guts & Gears

P + S of 13 against the Maulers ARM


of 18 ensures it will take little, if any,
damage when the attack hits. Also,
be sure to throw from its back arc to
eliminate the +2 defense Sure Foot
provides the Mauler.
Plugging a gold crown at 1,000
paces. Dont forget Alten
Ashley or the Thumper
Crew when handing
out the Impalers Far
Strike animus. Altens
Monster
Hunter
ability
is
scary
enough at 14; 18
makes it positively
terrifying. At a
field allowance of
two, a pair of Thumper
light artillery crews firing
up to 16 away and rolling
their cannonballs another
d6 gives you some welcome
ranged attack support to go along
with Altens warbeast-dismantling
attacks; perfect for softening up the
enemy before barreling in with your
heavy hitters.

a tremendous amount of damage with


the right animus and spells cast upon it.
An Axer with Madraks Guided Hand
spell (additional die on melee attacks),
Doomshapers Fortune spell, or Grissel
Bloodsongs Calamity spell (attacks
against target model/unit gain +2 to
attack and damage rolls), and either its
own Rush animus, or the Maulers Rage
(+3 STR, increasing the Great Axes
damage to 18) turn this light warbeast
into a killing machine. Watching it tear
through a unit of Tharn Ravagers in
one turn is a beautiful thing. If you are
utilizing Grim Angus, his Headhunters
Bait the Line ability provides the same
distance boost to a charge Rush does,
but lacks the terrain ignoring benefits.
Theyre moving how fast? Another
trick for the Axers Rush animus is
winding up a unit of Long Riders
before they activate. You can cast
Rush once from the warbeast and
up to three or four times from the
warlock, depending on your warlock.
This gives the unit of Long Riders
a threat range of 14 on the charge:
SPD 7 + 5 charge + 2 reach = 14.

Axer incoming! The Axer can deal out

The minerals and toxins found in the Bloodstone Marches gives these Trolls their unique coloration.

50

NO Quarter Magazine: Guts & Gears

Painting Trolls
Trolls of the Bloodstone Marches By Todd Arrington

Base Coat
Base the bone spikes with Jack Bone, the steel with Pig Iron, the forearm
wraps with Ironhull Grey, the quills with Sanguine Base, the leather straps with
Bloodstone, the skin with Gun Corps Brown, the sack with Rucksack Tan, the
large leathers with Umbral Umber, and the Axe wrap with Bootstrap Leather.
Base the gold with Pig Iron washed with Blighted Gold.

What Youll Need:


Armor Wash

Base Coat Colors:


Bone Spike Jack Bone Steel Pig Iron Nails Bootstrap Leather
Forearm Wraps Ironhull Grey Quills Sanguine Highlight
Leather Straps Bloodstone Flesh Gun Corps Brown
Sack Rucksack Tan Large Leathers Umbral Umber
Axe Wrap Bootstrap Leather Gold Pig Iron, Blighted Gold

Battledress Green
Battlefield Brown
Beaten Purple
Blighted Gold
Bloodstone
Blue Ink
Bootstrap Leather
Brown Ink

Shading

Cold Steel

Wash the bone spike with a mix of Jack Bone, Bloodstone, and Battlefield
Brown. Wash the steel with a mix of Exile Blue and Battlefield Brown. Wash
in spots lightly with a mix of Umbral Umber and a touch of Battledress Green.
Wash the forearms wraps with a mix of Ironhull Grey, Exile Blue, and a touch of
Thamar Black. For the quills, use a wash of Sanguine Base mixed with Red Ink, a
touch of Green Ink, and a touch of Blue Ink. Wash the leather straps with a mix
of Bloodstone and Brown Ink. Wash the skin with a mix of Gun Corps Brown,
Exile Blue, and matte medium. Wash the sack with a mix of Rucksack Tan and
a touch of Exile Blue. Wash the large leathers with a mix of Umbral Umber and
Exile Blue. Wash the axe wrap with a mix of Bootstrap Leather, Brown Ink, and
a touch of Blue Ink.
Use three separate washes for the gold. Keep each wash fairly thin and build up
slowly to create depth and a smooth metal surface. I occasionally lay down the
wash in larger flat areas and wick up the wash in areas where I want highlights to
appear. See the upper back plate of the Axer for a good example of this. The first
wash is three parts Bloodstone, one part Brown Ink, and a small touch of Armor
Wash. The second wash is a mix of Exile Blue and Battlefield Brown; this should
be more blue in hue. The final wash is Umbral Umber with a touch Battledress
Green. This final wash adds some tone on larger surface areas and mellows the
blends, so dont use it on smaller, more textured areas.

Shading Colors:
Bone Spike Jack Bone, Bloodstone, Battlefield Brown.
Steel Exile Blue, Battlefield Brown
Forearm Wraps Ironhull Grey, Exile Blue, Thamar Black
Quills Sanguine Base, Red Ink, Green Ink, Blue Ink
Leather Straps Bloodstone, Brown Ink
Flesh Gun Corps Brown, Exile Blue, matte medium
Sack Rucksack Tan, Exile Blue
Large Leathers Umbral Umber, Exile Blue
Axe Wrap Bootstrap Leather, Brown Ink, Blue Ink.
Gold Step 1.) Bloodstone, Brown Ink, and Armor Wash; Step 2.) Exile
Blue, Battlefield Brown; Step 3.) Umbral Umber, Battledress Green

Cygnus Yellow
Exile Blue
Green Ink
Gun Corps Brown
Ironhull Grey
Jack Bone
Menoth White Base
Menoth White Highlight
Midlund Flesh
Morrow White
Pig Iron
Quick Silver
Red Ink
Rucksack Tan
Ryn Flesh
Sanguine Base
Sanguine Highlight
Thamar Black
Umbral Umber

51

NO Quarter Magazine: Guts & Gears

Highlighting

What Youll Need:

When highlighting, start with one highlight color and gradually lighten up to
the lightest color. Highlight the steel with Pig Iron and Cold Steel. Highlight the
forearm straps starting with Ironhull Grey up to Menoth Highlight. Highlight the
leather straps with Bloodstone up to Menoth White Base. Highlight the flesh
with Gun Corp Brown up to Midlund Flesh. Use more Midlund Flesh and small
touches of Ryn Flesh around the fingertips and facial areas. Highlight the sack
with Rucksack Tan, to Menoth White Base, to a few small touches of Menoth
White Highlight. Highlight the large leather portions with Umbral Umber, to
Bloodstone, then to Menoth White Base at the very edges. Highlight the gold
parts with Pig Iron and Cold Steel.

Highlighting Colors:
Steel Pig Iron, Cold Steel Nails Bootstrap Leather
Quills Sanguine Highlight
Forearm Wraps Ironhull Grey, Menoth White Highlight
Leather Straps Bloodstone, Menoth White Base
Flesh Gun Corps Brown, Midlund Flesh, Ryn Flesh
Sack Rucksack Tan, Menoth White Base, Menoth White Highlight
Large Leathers Umbral Umber, Bloodstone, Menoth White Base
Gold Pig Iron, Blighted Gold

Battledress Green
Battlefield Brown
Beaten Purple
Blighted Gold
Bloodstone
Blue Ink
Bootstrap Leather
Brown Ink
Cold Steel
Cygnus Yellow
Exile Blue
Green Ink
Gun Corps Brown

Detailing

Ironhull Grey

Highlight the bone spike with Menoth White Base up to Menoth White Highlight.
Highlight the rivets with Cold Steel and Quick Silver. For the nails, base with
Bootstrap leather and then slowly work to the edge in hatching layers with
Bootstrap Leather, to Menoth White Base, to Menoth White Highlight. Glaze the
forearm wraps with a mix of Ironhull Grey, Blue Ink, and a touch of Thamar
Black. Highlight the quills with Sanguine White Highlight up to Menoth White
Base. Base the eyes with Morrow White and then touch up with Cygnus Yellow.
Glaze the flesh with a deep burgundy made from a mix of Red Ink, a touch of
Green Ink, a touch of Blue Ink, and matte medium. Be willing to use more matte
medium as this extends the ink nicely. Finally, highlight the rivets with Cold Steel
and Quick Silver.

Detailing Colors:
Bone Spike Menoth White Base, Menoth White Highlight
Steel Rivets Cold Steel, Quick Silver
Nails Bootstrap Leather, Menoth White Base,
Menoth White Highlight
Forearm Wraps Ironhull grey, Blue Ink, Thamar Black
Quills Sanguine Highlight, Menoth White Base
Eyes Morrow White, Cygnus Yellow
Mouth and Teeth Midlund Flesh, Beaten Purple, Midlund Flesh,
Menoth White Base, Menoth White Highlight
Flesh Red Ink, Green Ink, Blue Ink, matte medium
Spots Sanguine Highlight, Menoth White Base
Axe Wrap Bootstrap Leather, Menoth White Base
Gold Cold Steel, Quick Silver

Base Slate

52

Armor Wash

I made the slate base (see picture on page 50) out of modeling
putty. Form into pancake shaped wafers, and leave to cure.
Once cured, break it apart, shape with a hobby knife until it fits
on the desired base. Primer it black, then lay down a base coat
of Ironhull Grey. With a natural sponge, slowly add in Menoth
White Highlight and build up the paint, until you are almost at
a pure Menoth White Highlight that you lay down only in a few
spots. The glaze is made with a mix of Blue Ink, Brown Ink, and
a touch of Thamar Black. Then lightly dry brush the edges with
Menoth White Highlight.

Jack Bone
Menoth White Base
Menoth White Highlight
Midlund Flesh
Morrow White
Pig Iron
Quick Silver
Red Ink
Rucksack Tan
Ryn Flesh
Sanguine Base
Sanguine Highlight
Thamar Black
Umbral Umber

Not everyone needs to use super hyper-blending techniques that take countless hours to paint a masterpiece. In this
article, Ill use a Trollkin Thumper and crew to demonstrate quick, simple techniques to get your army paintedonce
you master these techniques, you can kick out an entire army in no time. Within this article, well describe four simple
painting techniques: base coats, washes, dry brushing, and layering, which are the cornerstones of painting.

By Ron Kruzie, Studio Manager

Modeling and Painting:

Trollkin Thumper Crew


Quick and Simple
Base Coats

Thumper
Cannon

Base coats are the first coat of paint brushed


onto the miniature. Just like painting by
numbers, base coating applies desired
Formula P3 paint on the part of the
miniature that needs to be colored. A few
rules apply, however. First, much like a
coloring book, stay inside the lines by only
covering the specific area. This cleanliness is
very important for making a miniature look
good. Second, make sure that the color paint
is opaque. This might take more than one
coat of paint, but with Formula P3 paints,
you will need fewer coats than with some
other brands.

Washes
Washes are mixes of paint and/or ink, matte
medium, and water. There are different
ratios for these mixes, and no one ratio is
perfect, but a wash must be darker than
the painted area it covers. The Formula P3
line has two pre-made washes: Armor Wash
and Flesh Wash. Ill include my ratios in
this article so you have a platform to jump
from. Apply washes liberally onto a surface
so the wash runs into the recesses, darkens,
and dries in place to create shadows. This
technique is fast and gets you results.

Drybrushing

Now, well paint a Trollkin Thumper Cannon and its crew using only the four
techniquesdescribedinthesidebar.Afterprepping,cleaning,andprimingthe
miniature with black spray primer, I decided to paint the cannon in two parts
so I could get in and under the cannon barrel and inside the wooden carriage.
After the base coat, some of the shadowing, and some of the highlighting, I will
glue the cannons barrel to the carriage.

Painting Tip
When looking for painting resources, one of the best is your local game store.
Most stores have at least one painter willing to demonstrate tips and tricks!

Drybrushing is the oldest technique in the


book. Lightly dip a brush in the color you
want. Then wipe off the paint with a paper
towel until no more comes off the brush. In
reality, a bit of paint remains on the brush.
Now, vigorously wipe the brush back and
forth on the area you want drybrushed. The
paint left on the brush will come off on the
raised areas of the miniature, simulating
lighted areas. Although fast, drybrushing is
typically messy. Do this early in the process
so you can cover up mistakes.

Layering
Layering is a simple blending technique
that, while a bit more time consuming than
washes or drybrushing, is still fast and gives
wonderful results. When layering, paint on
the shadows and highlights with pure paint
after you apply the base coat. The rule is:
paint a darker color in the recesses and a
lighter color on the accents or raised areas.

Drybrush the wood with Rucksack Tan.

1
Base coat the wood with two layers of Bootstrap
Leather. Getting some paint on the metal areas
now does not matter, but when you paint the
metal, be very clean and careful not to get it
on the wood.

Painting Tip
With base coating and layering always thin
your paint downa good ratio is 1-part
water to 10-parts paint. This allows the paint
to go on smoother and faster than straight
out of the pot. This is especially important
when base coating and layering.

53

NO Quarter Magazine: Modeling and Painting

Thumper Cannon CONT.


6
9
Base coat the cord Gun Corps Brown and the
teeth Bloodtracker Brown.

3
Drybrush again using Menoth White Highlight.
Look at the mess. Good thing we did this first.

10
Glue the barrel to the carriage. Use a hobby
knife to gently scrape away the paint. When
gluing two painted parts, always remove the
paint so the glue can bind metal to metal, not
paint to paint. Painted joints break under tiny
bits of stress.

Layer on the highlights next, Hammerfall Khaki


for the cord and Moldy Ochre for the teeth.

11
Paint the tips of the teeth with Menoth White
Highlight.

4
Thin down Battlefield Brown to 50/50 mix of
water and paint. Then paint a line around
where the metal plates meet the wood to
separate these two parts.This mix stains
the wood, allowing it to retain most of its
original color.

7
To shade, liberally apply Armor Wash to all the
metal areas and allow it to dry thoroughly. The
wash flows into the recesses to create shadows.
It will still stain the metal darker all over, but
this is just the nature of washes.

12
Now some rust for character. Thin Bloodstone
down with water in a 60/40 mix and layer
where you feel rust should go.

8
5
Base coat the rest of the cannon and carriage
with Pig Iron, covering over the errant
drybrushing.

54

Very carefully drybrush the metal parts with


Quick Silver. Try not to get it all over the
woodyou only need silver on the highest
areas. If you get silver on the wood, simply
dry brush over it.

13
Paint the barrels opening with Thamar Black.
Next up, you need to paint the crew!

TROLLKIN THUMPER CREW


With the cannon complete, you can start to get its crew ready for battle.
Again, were using only the four techniques listed on page 53.

Base Coat

After priming, base coat all the flesh areas with Trollblood Base. Base coat the dark leather with Umbral Umber; the pants, under shirt, and straps with
Gun Corps Brown; and the pouches and tamper straps with Beast Hide. Base coat any wood with Bootstrap Brown and the tartan with Bloodtracker
Brown. Next, base coat the following: armor with Pig Iron, brass with Brass Balls, quills with Skorne Red, the bottle with Gnarls Green, and the cloth on
the tamper and fuse cord with Menoth White Base. Use a 50/50 mix of Underbelly Blue and Trollblood Base for the whelp. Finally, base coat the tongues
with Beaten Purple and the teeth with Bloodtracker Brown.

Shading

Highlighting 1

Mix 50/50 Coal Black and Trollblood Base and paint into the recesses of the flesh. For the tartan, mix 50/50 Bloodtracker Brown and Battlefield Brown and
paint into the recesses. For the areas based with Gun Corps Brown, mix 50/50 Gun Corps Brown and Battlefield Brown and paint into the recesses. The areas
based in Beast Hide get a 50/50 mix of Beast Hide and Umbral Umber. Shadow the whelp with Trollblood Base just like the others. So far, all the shading in this
section has been done with layering. Now wash the armor with Formula P3 Armor Wash. See fig. A on following page for additional shading.

Layer the skin with a 50/50 mix of Trollblood Base and Trollblood Highlight, painting only the raised surfaces of the miniature. The dark leather is
highlighted with a 50/50 mix of Umbral Umber and Bootstrap Leather. Highlight the pants, under shirt, and straps with a 50/50 mix of Gun Corps and
Hammerfall. The pouches and straps based in Beast Hide get a mix of 50/50 Beast Hide and Menoth White Highlight for highlighting. The tartan uses a
75/25 mix of Bloodtracker Brown and Rucksack Tan. Highlight the quills with Khador Red Base, teeth with Moldy Ochre, the bottle with Iosan Green,
the whelp in Underbelly Blue, and the wood with a 50/50 mix of Bootstrap Leather and Rucksack Tan. Finally, layer Cold Steel on the armor.
See fig. A on following page for additional highlighting.

55

NO Quarter Magazine: Modeling and Painting

Thumper Crew CONT.


Highlighting 2

Use a 25/25/50 mix of Trollblood Base, Trollblood Highlight, and Underbelly Blue to highlight the skin. Highlight the dark leather with Bootstrap Leather,
the leather straps with Hammerfall Khaki, the pouches and straps with Menoth White Highlight, the quills with Khador Red Highlight, the teeth with
Menoth White Highlight, and the bottle with Necrotite Green. The whelp is highlighted with a 50/50 mix of Menoth White Highlight and Underbelly Blue.
The chin nubs are painted with a mix of 50/50 Skorne Red and Battlefield Brown. To paint the eyes, cover them with Thamar Black, then dot with Menoth
White Highlight. Finally, give them a black dot for the pupil.

Details 2

Details 1

Touch the buckles with Cold Steel, the bottles cork with Bloodtracker
Brown, and the nails with the same color as the chin nubs. For the tartan
pattern, first make the main pattern crosses with Skorne Red.

Apply Morrow White dots on the lenses. To complete the tartan, go in this
order: highlight the red with Khador Red Highlight. Then place a Cygnar
Blue Base patch where the red crosses meet. Finally, paint a thin line cross
pattern on the tartan using Menoth White Highlight.

Now we need to make some


washes for the wood, fuse, and
tamper. To make the wood wash,
mix two drops matte medium, one
drop Brown Ink, and one drop
Armor Wash, then apply on all the
wood and the fuse. For the tamper
cloth and brass, mix three drops
matte medium, one drop Armor
Wash, one drop Umbral Umber,
and one drop water and apply.

Drybrush Menoth White Highlight


onto the tamper cloth with the
same color paint on the fuse.

To paint the sand, make a mix of equal parts Brown Ink, Umbral Umber and
apply liberally. After this dries, drybrush Rucksack Tan over the sand and
then drybrush with Menoth White Base to finish.

Final!

Conclusion
56

Compared to a studio-quality miniature, the Thumper Cannon and its crew took a fraction of the time to paint and was great fun. Believe me,
I am not going to spend 10+ hours per miniature for a gaming army, because I will never get one done! Painting using the techniques shown
here will rapidly get you a nicely painted army. I intend to paint my own army in this manner. Remember, youre shooting for an army that
looks good at around four feet away, which is something that studio miniatures often fail to do.

By Matt DiPietro

One of the most common requests on the Privateer Press Modeling


and Painting Forums is how to paint trollkin skin and faces the
studio way. Staff Painter Matt DiPietro demystifies the process with
this thorough step-by-step to make your Trollkin wonderfully ugly.

Flesh

Lay down a solid base coat of


Trollblood Base.

Carefully base coat each growth


with Sanguine Highlight. Make sure
to get the sides, as this will pop
them out from the rest of the chin.

Highlight with a 50/50 mix of


Trollblood Base and Trollblood
Highlight. Be sure to leave some
of your base coat showing for the
mid-tone.

2
Mix up a wash of Trollblood
Base and Murderous Magenta,
and apply it to the lips and eye
sockets.

The final highlight is just


Trollblood Highlight applied
sparingly to the tops of the
cheeks, jaw, brow and skull.

Painting Tip
If youre having trouble
finding where the highlights
and shades are supposed to
be on a model, try to imagine
light coming from directly
above its head.

Chin
3
Use a 50/50 mix of Trollblood
Base and Thornwood Green to
shade the skin. When shading,
pay special attention to the
sunken cheeks, eye sockets, and
furrowed brow. When shading and
highlighting, ignore the chin, since
it will be painted later.

1
Trollkin have pale chins with
rocky growths jutting from them.
Mix Trollblood Highlight with
Menoth White Highlight and base
coat the chin. Blend the edges so
that they fade into the rest of the
face.

Take Sanguine Base and run a


line along the underside of each
quill. This separates each quill
from its neighbor and defines the
shadows.

3
5
Meticulously apply Khardic Flesh
to the top edge of each growth.

Mouth
6

Base coat the quills with a 50/50


mix of Skorne Red and Khador
Red Base.

Highlight the uppermost half of


each growth with a 50/50 mix
of Khardic Flesh and Sanguine
Highlight.

5
1

Quills

1
Base coat the tongue and gums
with a mix of Beaten Purple and
Trollblood Base.

2
Gradually add Carnal Pink to this
mix and highlight the tongue and
gums sparingly. For the tongue,
try applying the highlights
using a series of dots layered
on top of each other (known as
stippling).

3
Base coat the teeth with a mix
of Ember Orange and Battledress
Green.

4
Mix a dot of Ember Orange with
Menoth White Base, then highlight
each tooth with a series of parallel
lines that run the length of each
one (known as feathering).

Studio Style!

PAINTING
TROLLKIN
FACES
Studio Style!

Make a 50/50 mixture of Khador


Red Base and Khador Red
Highlight and run a line along the
top of each quill. The highlight
line should butt up against its
neighbors shade line, maximizing
contrast.

Eyes
1

Black out the eye with Thamar


Black. Then, using Menoth White
Highlight, paint the eye, being
careful to leave a ring of black
around the entire eye.

2
Continue painting the eye by
adding a dot that connects the
top and bottom of the eye. There
should be no white showing on
the top or bottom of this dot
since even the slightest bit of
white in either place will change
the expression dramatically.

3
Add a tiny dot of Morrow White
to the pupil of each eye so that is
appears to be catching the light.

Final!

2
4
Run a line of Cryx Bane Base
along the underside of each brow
and cheekbone.

Highlight using Menoth White


Highlight. When painting these first
two steps, dont worry about hitting
the rocky growths as you will just
paint over them later.

5
Lastly, use Menoth White Highlight
and the feathering technique
above to add the final highlights.

57

No Quarter 15

Pomp and Circumstance

CHALLENGE
The sound of trumpets...
Armor glinting in the sun...
The elite stride with valor!

You could win a $50 US spending spree at the Privateer


Press Store (store.privateerpress.com) and the adoration
of thousands as we publish your model! Heck, we might
even throw in something cool that we found on the desk
of the Privateer Press studio.

he few. The proud. The elite troops of the


Iron Kingdoms! Prove your painting and
converting mastery by creating a model that
shows the finery of a palace guard unit, dress colors
for a warcaster, or the regal pelt of a warbeast
groomed for display.
Take a digital photo of your creation. Then, check
out the rules and submission guidelines at:

www.privateerpress.com/noquarter/challenge

Entries due by 2/1/08


How NOT
to win this
contest!

See the Winner of the Finishing


Moves Challenge from
No Quarter #14 on page 95!

58

Dominate, Destr

oy, Devour!

MONSTROUS MINIATURES COMBAT

heres only room for one at the top of


the food chain! Devour the competition

with the many choices found in HORDES:


Evolution, the new expansion to the
hugely popular, award-winning
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combat. With all new options
like maneuverable cavalry,
feral minions, deadly weapon
attachments, powerful new
warlocks, and battle-adapted alpha
warbeasts, HORDES: Evolution is the
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Privateer Press.

Hardcover: $44.99
Softcover: $34.99

Available

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visitwww.privateerpress.com

HORDES and all associated characters, places, and things are TM & Privateer Press, Inc. 2003-2007.

TM

Staging the Battle

Part 1Building a Basic Game Table


Building any wargame scenery, if you have never done it, can seem like an expensive and daunting task.
This series of articles will show you step-by-step how to expand your terrain library with very high-end,
professional-looking pieces without the projects breaking your bank or eating all of your time.
In this issue, we build a basic gaming table and lay out the materials necessary for working on terrain
projects. Future installments will add character and diversity to your battlefield with elements such as
woods, obstacles, scrap yards, buildings, water features, and more.

By Rob Hawkins, Hobby Content Manager

TOOLS AND SUPPLIES

Any of the big home improvement chain stores should carry all of the supplies you need. They
are not too expensive, and many of the materials will last long enough to get a few projects out
of them. The costs here are based on what I found at my local hardware store.

TOOLS
You will most commonly use the following tools when constructing terrain, and you might already have them around
the house. Quality tools last for a long time, so with the exception of brushes and the occasional blade refill, you should
only need to buy them once.
Extendable Snap-Off Knife $10.00. Indispensable for making cuts and shaping foam. Mind your fingers, as cutting
yourself sucks!
Steel Ruler $3.00. Great for measuring and necessary for getting straight cuts.
Wire Brush $3.00. Useful for distressing the edges of rock features, especially when combined with cuts from a knife.
Paint Brushes $2.00. Essential, but dont buy expensive brushes since youll be using them for dry brushing. The 1 and
3 sizes should cover most of your needs. When they start to go bad, hang on to them; you can use the bristles for tall
grass and weeds.
60

NO Quarter Magazine: Terrain

BUILDING MATERIALS

CONSUMABLES

FINISHING MATERIALS

These form the backbone of any


building project. You should
get a lot of use out of a single
purchase, as you can usually
use even the scraps.

You can stretch out adhesives,


paint, and glue, but they will
need replenishing after a
couple of projects.
Construction Adhesive $3.00.
Sold under brand names like
Liquid Nails, you will need a
ratchet-caulking gun ($5.00) for
this product. Get the kind for
projects and foam board. This is
the best way to adhere pink foam
panels and larger gravel. You
can also use it for filling cracks.
Make sure you use this in a wellventilated area.

All of these will go on after


you finish the construction and
painting. Like the consumables,
you will need to replenish these
after a few projects.
Static Grass or Flock (cost
varies). Grass or flock (or a
combination of both) adds life
to your table. Select a color
combination to go with your
ground color.

Pink or Blue Insulation Foam


$10.00. Comes in a 2 by 8 sheet
in various thicknesses; essential
for all manner of terrain.
Balsa Wood, Basswood, Popsicle
Sticks (cost varies). Balsa wood
is cheaper but more fragile and
prone to denting. Basswood is a
little sturdier. Popsicle sticks are
cheap, and you can get them in
bulk at the craft store, but balsa
and basswood offer more variety
of size. All three have their uses.
Play Sand $3.00. A bag of
play sand lasts for a long time.
Use this to cover large areas. It
closely resembles beach sand, but
without the cigarette butts and
bottle caps.

Wood Glue $4.00/pint or


$14.00/gallon. Great for gluing
things. Thinning it with water will
keep it smooth and make it last
longer.

Water Effects (cost varies).


Envirotex Lite and Everlasting
Elegance are two popular
brands. We will discuss them
in depth when we cover water
effects in later articles.

Latex Paint $10.00/quart.


Color match some of the earth
tones, and get a basic flat black
for covering the table.

Rocks and Gravel (cost


varies). Useful for creating rocky
areas. Available at hardware
stores, pet supply stores, or in
your backyard.
Foam Core Board $5.00.
Quarter-inch foam sandwiched
between cardboard; perfect for
constructing buildings and bases.

CONSTRUCTING A BASIC TABLE

For your first project, we will show you how to build a basic 4x4 table from the ground
up. Suitable for any game of WARMACHINE or HORDES, this lightweight, portable,
and easily storable table includes some basic details like hills, craters, and a trench.

Getting Started
You will need a 1-1/2 thick sheet
of pink foam (2 thickness works if
you cant find the 1-1/2 foam) for
the table base and a 1 thick sheet
of pink foam for the hills. Using
a thick sheet of pink insulation
foam will make the base very light
and allow you to cut features like
trenches, craters, and riverbeds into
it to create a very dynamic playing
surface. The tables base uses all of
the thicker board, but the 1 sheet
will provide a few hills with plenty
left over for future projects.

When you go to pick up the pink


foam board, bring your extendable
knife and a steel ruler. The foam
comes in a sheet 2 wide by 8 tall,
and you will need to cut it in half to
make two 2 x 4 panels. These join
together to make a modular 4 x 4
playing area. Select a board with
pristine edges, and keep your
center cut clean to create
nice, neat edges
on your table.
The 2 x 4

sections will fit in the back seat


of a car, making it easy to get
them home and easy to transport
the finished game board

61

NO Quarter Magazine: Terrain


to a buddys house. You will also
have the option of changing the
positioning of the boards to vary
the location of the fixed terrain.

Planning
Lay out the 1-1/2 base boards
side by side, and plan where the
features will be. Draw in the
layout with a marker. On our

table we will cut in a small trench


and a handful of craters. Hills
can be fixed or modularfor
now, we will show you how to
affix them onto the board. When
placing fixed terrain, make sure
you leave enough clear space to
add modular terrain pieces later.
You can complete this table in
about two days. Do all of the

construction on the first day


and let it dry overnight. Use
the second day for painting and
flocking. You should wait for
at least one additional day after
that to allow any glue and paint
to dry, otherwise you could end
up marring the paint jobs on
some of your models!

Day 1: Construction!

1
Step 1.) Use an extendable knife to cut into the craters at an angle, then gouge out the chunks
with a spoon. When slicing out the shape of the trench, cutting a crisscross pattern into the foam
will make it easier to scoop out. You only want to go about 1 deep; be careful not to punch
through the bottom. If that happens, just patch the hole with a piece of foam and secure it with
construction adhesive. Try to keep the bottom of the trench relatively flat.

3
Step 3.) Spread a bead of construction
adhesive around the lip of the craters and
press some gravel into it. Do the craters one
at a time and work quickly as the adhesive
will develop a skin if it sits too long,
making it difficult to adhere the stones.

4
2
Step 2.) Once the trench is cut out, distress the back edge and sides by rubbing them with a wire
brush. This helps rough up and round out the cuts on the trench walls. Dont worry about the
front of the trench as you will cover that with wooden planking.

62

Step 4.) Cut out your hills from the 1 foam,


and bevel the edges with angled cuts of your
retractable knife. Remember to always cut
away from yourself. Sand the edges of the
hills smooth. Keep a model on hand while
working to make sure it can stand up on the
slope of the hills.

NO Quarter Magazine: Terrain

HOBBY TIP
5
Step 5.) To affix a hill to the table, spread construction adhesive on the board and press the hill
onto it. Then, put a bead of adhesive around the edge of the hill and smooth over the adhesive
with a flat chunk of foam to conceal the join. Try to get it as smooth as possible, but dont sweat
any imperfections as you can disguise them later with sand and flock. Place something heavy
(your figure cases should do) on the hills and let them dry while you work on the trench.
To add the wooden firing platform and supporting wall of the trench, you need popsicle sticks
(for the planking), some 1/4 square balsa wood (for the base support beams), and 1/8 square
basswood (for the vertical support beams).

6
Step 6.) Start by affixing the 1/4 support
beams to the floor of the trench with
construction adhesive. Balsa works fine
here because you will mostly cover it and
protect it from denting. Space the beams
about 2 apart. Cut the ends of the popsicle
sticks flat, and superglue them over the balsa
beams to create the firing platform. Using
superglue instead of wood glue will speed up
the assembly and drying times and make a
sturdier piece.

No matter how well you angle


your hills, some models will
never stand up on an incline. Use
the scraps from the foam to make
a prop, and paint and texture
it like the hillside or a rock.
Now you have an aesthetically
pleasing way to maintain
accurate model placement, and
prevent the stubborn thing from
tipping over!

8
Step 8.) With the table construction finished, its time for sand. Mix about 60/40 wood glue and
water and use the 3 brush to spread the glue mix. To avoid lines in the sand, cover one third
of the table with glue, then sprinkle on the sand, leaving the edge of the glue exposed. Then
paint on more glue and add more sand until you cover the entire table. If you see any wet spots
showing through, add more sand. Let the boards dry overnight.

Day 2: Painting!

7
Step 7.) With the firing platform in place,
use construction adhesive to attach more
popsicle sticks to the front wall of the trench.
Have a model handy to keep the wall the
correct height. After the adhesive has dried
a little, superglue the vertical supports in
place. The 1/8 basswood serves best for this
step, since it holds up better than balsa. For
the final step, place a bead of adhesive along
the front of the trench and press some gravel
into it just as you did for the craters.

9
Step 9.) Spread out a trash bag or some newspaper and dump the excess sand off of the boards.
Take a wooden block and gently rub it over the surface of the boards and the loose hills. This
will knock off any more loose bits of sand.

63

12
10

Step 12.) Use the 1 brush to dry brush the wood of the trench with Bastion Grey. Then dry brush
with Jack Bone.

Step 10.) Paint the entire table with black


latex paint. This both functions as primer for
the painting and helps seal in the sand and
gravel. Let the paint dry completely before
continuing onto the next step. Features like
the trench can have black primer sprayed on
them rather than the latex.

13
Step 13.) To flock the table, select a color that compliments the ground flockingwe used an
olive drab green flock. Mix up more glue and water in the same ratio as before, and paint it in
irregular patches over the board. Use the glue patches to cover up any errors in the sanding or
painting of the table.

11
Step 11.) Using the 3 brush, dry brush the
entire table with Bloodstone, then with
Moldy Ochre, and finally with Menoth White
Base. Avoid getting the Moldy Ochre and
Menoth White Base in the craters so that they
retain a rusty, blackened interior.

14
Step 14.) Sprinkle the flock over the glue patches. You will need at least 32 oz. of flock to
ensure complete coverage, but you can collect most of it back up for your next project. Once
the glue has dried and you have removed the excess flock, paint another layer of black latex
paint on the edges of the table to cover up any glue spills or over brushing and give them a
little protection. Thats it!

Conclusion
This table has a woodland color scheme, but
you can easily alter the colors and flocking
material to create different landscapes or
match the basing color of your models. Try
a grey ground color with burnt brown static
grass or snow flock, or a more sandy color
of ground with very sparse patches of green
flock. Try adding patches of static grass
within the flocked areas. You can increase or
decrease the amount of terrain shown here
to make lots of hills or create a no-mansland of trenches and craters!

64

Now that you know how to build the basic table,


we can start adding more modular scenery
to it. Next article, well show you how to
make awesome looking (and playable!) woods
and other features for your Iron Kingdoms
battleground.

The Pendrake Encounters lets you tag along with adventuring scholar extraordinaire Viktor Pendrake and his various
pupils as they explore and investigate the lands and creatures of Immoren. To fully utilize these encounters, you will
need copies of Monsternomicon, Vol. 1 and Monsternomicon, Vol II.

By Luke Johnson Art by Brian Snoddy and Chris Walton Map Rendering by Josh Manderville

The

Sludge
Brute

ll know that the craft of alchemy carries dangers. An irresponsible or inattentive alchemist can melt his skin, scorch his
flesh, inhale poisons, and blow himself to Urcaen. True alchemists also have skill in the arcane arts, a profession that draws
further danger from jealous rivals and, if one is particularly unlucky, even the tools of the trade. Even something as simple as
improper disposal of alchemical waste can create problems, sometimes of a deadly nature. I do not know the exact processes or
reasons involved, but through arcane accidents alchemical sludge can sometimes take on sentienceand a desire for flesh. These
causitic aberrations are thankfully rare but the ubiquity of alchemy means the threat of their creation is very real indeed.
Viktor Pendrake
This encounter, designed for four PCs
of 6th level, can take place in any city,
though the default setting is Corvis.
This encounter requires the Iron
Kingdoms Character Guide and the
Monsternomicon, Vol. II.

Encounter
Background & Setup
In this encounter, the PCs
confront two sludge brutesone
significantly more powerful
than the otherwhich have
partially destroyed and then
inhabited
an
alchemical
laboratory.
The specifics of the sludge
brutes genesis, and what
drives the PCs to confront
them, are up to you; some
ideas include:

A Magical Mystery: Rumor spreads


though town of several mysterious heists
of alchemical goods from locked, and even
guarded, labs. The PCs might be hired to
investigate by a victim. Their investigation
comes to an abrupt end when the brutes
accidentally cause their next target to
explode. The creation of the brutes might
be the plans of a Khadoran saboteur or
merely an accident of science.
Day in the Life: On their way to seek
information from an alchemist contact,
the PCs arrive just as an experiment
goes wrong, resulting in the creation
of two sludge brutes. They must defeat
the brutes to save their associate, who is
trapped in the lab with the deadly living
sludge.
The Benefits of Science: When a pair
of spying gobbers from a competing jack
factory are chased from Engines East,
a deadly chemical accident creates two
sludge brutes who consume the gobbers.
Now the Rhulic owner, Gamack
Redhammer, seeks someone to hunt
down the marauding creatures and try
to find out who initially sent the spies.

65

NO Quarter Magazine: the Pendrake Encounters


The PCs track the creatures down just
as they assault one of Engine Easts
alchemic suppliers.
No matter which background you
use, the sludge brutes knocked over
a volatile mixture in the lab, causing
a massive explosion that partially
collapsed the building. The PCs arrive
just as this happens.
It is important to give the PCs a clear
motivation for why they must enter
the lab. If they are hired to destroy the
creatures, make it clear that their prey
is likely to escape via the sewer drains
if the PCs dont confront them. If they
are saving an associate, make it clear
they have to act immediately to reach
him or her ahead of either the fire or
the brutes.

The Alchemy Lab


aka The Smelly Deathtrap
In any case, the large workshop
occupies the front portion of
the building. Before the recent
catastrophe, the lab boasted several
large picture windows, allowing the

alchemists and assistants to look


out the front of the building onto
the street. The explosion blew out
the windows and partially collapsed
the wooden awning. The front wall
has slumped, cracking and falling in
places, making the easiest entrance
to the lab through a single smashed
but unblocked window rather than
through the heavy and jammed front
door. Other entrances may also be
possible (such as the stairs leading
upstairs shown on the northeast
corner of the map) if you like.

Read Aloud
This is the buildings main room. It was once
a large workshop, but is now a disaster area.
The workbenches and tables are flipped
or smashed, their contents scattered or
splashed all over the floor. Shards of glass
lie an inch deep in places, and dark liquids
stain the wooden floorboards. Circular
charred areas mark where explosives must
have gone off. Large cabinets, chairs, and
stools lie about, most with pieces missing
or skewed. The front of the room facing the
street has completely collapsed. It looks like
an enormous explosion took out the support
pillars on the outside porch and brought
down most of the wall.
Despite the destruction, plenty of intact
alchemical items remain. It looks like the
explosion occurred in the midst of a large
series of experiments: beakers and test
tubes, holding liquid of various colors and
consistencies, stand about. Many of these
beakers bubble and froth, some doing so
with no obvious heat source. Smoke pouring
from these choke the ceiling and mixes into a
brownish haze that pervades the room. Odd
hints of color tint the haze, and it smells of
burnt syrup.
The remains of people lie among the
laboratory experiments and detritus. Two,
one human and one gobber, are in plain
view, but thats unfortunate, considering
their states. Much of their skin, flesh, and
bone have dissolved, as if by acid, leaving
shapes only vaguely recognizable as once
having lived. These poor souls arent the
only displays of such dissolution: Almost
everything in this room shows signs of being
melted by a powerful acid. The furniture,
the walls, and the floor all bear marks. On
the floor, distinct footprints sink about half
an inch into the planks. These footprints,
some humanoid and some smaller and less
recognizable, march all over the room.

Conditions
Lighting

66

The smoke and chemical fumes make


the interior dim and shadowy in most
places. The sludge brutes Blindsense
lets them ignore any penalties for low
light.

Floors
The rubble and glass on marked
portions of the floors makes for
difficult terrain: every square of
movement counts as two, and running
and charging are impossible. For this
encounter, the sludge brutes do not
suffer movement penalties for moving
in the difficult terrain of the floor due
to their Oozelike ability.
Move Silently checks take a 8
circumstance penalty in the lab, as
characters find it difficult to avoid
crunching glass and kicking bottles;
conversely, the over-turned tables
and fallen ceiling beams provide
cover throughout the building. The
GM should mark several places on
the map where either Low Obstacles
(like over-turned benches and tables)
and normal cover is available. Cover
provides +4 AC and +2 to Reflex saves
from some attacks and effects.

Collapsed Areas and Tunnels


Some areas are nearly filled with
collapsed portions of the building
but have tunnels though. While
navigating these narrow, half a square
wide passages (perhaps to rescue
someone trapped or recover an item)
they suffer -4 to attack rolls and AC,
and suffer all the normal rules for
squeezing though narrow areas.
Because of their Shapeable ability,
sludge brutes never suffer any
penalties for squeezing, but do gain
improved cover while in these areas.
Furthermore, the sludge brutes may
easily move though the walls of
these areas by using their Shapeable
ability. Lastly, sludge brutes may
shape themselves as a free action
to completely fill an area making it
impossible to pass through even with
a tumble roll.

Fumes
Hazy fumes of various spilled
chemicals permeate the building,
providing concealment to everyone in
the building (20% miss chance on all
attacks) until they disperse after 10
minutes. A strong wind, such as the
gust of wind spell, removes all the fumes
and haze in a single round.

NO Quarter Magazine: The Pendrake Encounters


The GM should designate three or
four different 15x15 foot areas where
particular fumes are densest. Living
creatures who breathe fumes (and fail
a Fortitude or Will save if applicable)
will suffer an effect of the GMs
choosing.

Random Potion

The character suffers with all the


effects of the hideous laughter spell for
1d4 rounds. Fortitude save (DC 15)
to avoid.
The character feels strangely
fortified, gaining a +2 morale bonus
on attack rolls, skill checks, ability
checks, and saving throws for 1d4
rounds.
The character sees black and bright
spots, becoming dazzled. He suffers a 1
penalty on attack rolls, Search checks,
and Spot checks for 1d4 rounds.
Fortitude save (DC 20) to avoid.
The character falls unconscious for
1 minute with all the effects of a sleep
spell. Will save (DC 18) to avoid.

Alchemical Mayhem
Plenty of alchemical mixtures remain
on desks throughout the room. The
chaos of normal combat is enough
to topple them from their precarious
perches. Any number of effects could
occur as they shatter, spill, and mix
with each other or with substances
already on the ground.
The GM should designate up to 6
squares that have intact potions and
alchemical pools. A sludge brute
entering such a square consumes the
potion or pool and gains 3d8 temporary
hit points through Alchemical
Consumption. A character may spot
a pile containing an intact potion with
a Spot check (DC 15).

(at minimum caster level)


1d6 Potion
1

Spider climb

Enlarge person

Displacement

Bulls strength

Cats grace

Haste

At the end of every round of combat


in this room, roll on the Combat Side
Effects table to see what effects the
mixing chemicals and crashing test
tubes create. You can also roll on the
table during especially violent attacks
or egregious misses (for example,
when a character cast a spell that
affects an area, or rolls a 1 when firing
an arrow).

the laboratory workers, while the


other could only feast upon the labs
unlucky pet dog. The creatures have
not been here long enough to cause
the entire structure to disintegrate,
and they look hungrily upon any new
prey that enters.
The small sludge brute looks like a dogshaped blob of goo. The large sludge
brute is definitely humanoid; it even has
rudimentary facial features. Because
of the volatile chemicals that went into
its makeup, the large sludge brute has
vulnerability to cold rather than fire.
A Spot or Listen check (opposed by
the creatures Hide and Move Silently
checks) allows a PC to avoid surprise.

Fire Clock
Unless the characters take great pains
to extinguish the numerous fires, they
will eventually spread and consume
the entire structure. Use the threat of
the building burning down to add time
pressure to the encounter if needed,
especially if the PCs insist on leaving
and reentering the building several
times.
If the other environmental threats are
just not enough, you can also spread
fire into squares as you desire.
Creatures moving through a
flaming square take 1d6 points
of damage and must make
Reflex saves (DC 15) to avoid
catching on fire.

The Big Bad


One of the sludge
brutes
here
consumed

Combat Side Effects


1d6 Result
1-2

Beakers or bottles smash on the ground, but nothing more happens.

A series of beakers spill to create a greasy smear one square wide and four squares long with the effect of the grease spell.

Somewhere a jar of acid falls and smashes to smoke, bubble, and eat right through the floor. A four square,
ten-foot deep hole forms.

Reagents mix and an explosion rocks the lab. Everyone in the lab must make a balance check (DC 15) or be knocked prone.

A chemical combusts, creating a fire in a single square of your choosing on the map.

67

NO Quarter Magazine: The Pendrake Encounters

Sludge Brutes
Sludge Brute: hp 42. See p. 144 of
Monsternomicon, Vol. II for statistics.
Advanced Sludge Brute: CR 6; Large
aberration; HD 9d8+72, hp 112; Init +0; Spd
20 ft.; AC 12, touch 9, flat-footed 12; Base
Atk +6; Grp +19; Atk +15 melee (2d6+9 plus
1d8 acid and alchemical touch, slam); Full
Atk +15 melee (2d6+9 plus 1d8 acid and
alchemical touch, 2 slams); Space/Reach
10 ft./10 ft.; SA acid, alchemical touch (DC
22), improved grab, SQ damage reduction
5/bludgeoning, oozelike, scent alchemy,
spell resistance 17, vulnerability to cold;
AL N; SV Fort +14, Ref +2, Will +7; Str 28,
Dex 10, Con 26 Int 2, Wis 12, Cha 10
Skills and Feats: Escape Artist +20, Hide +7,
Move Silently +8; Improved Natural Attack
(slam), Stealthy, Weapon Focus (slam).

Tactics
The small sludge brute attacks first, as it
is particularly ravenous. The larger sludge
brute waits, slumped innocuously in a corner
(total Hide bonus + 11) consuming a body,
waiting to see how its smaller companion
fares. Even after the PCs defeat the small
sludge brute, the larger one does not attack
immediately. It waits until a character
comes within range of its movement before
lashing out.

If the PCs attack the large sludge brute (with


spells or ranged weapons, for example), it
attacks immediately.

Characters wearing an Alchemistss


Beard cannot cast spells with a verbal
component. Each is worth 125 gp.

The sludge brutes do not pursue prey out


of the building. After consuming all the
potions and bodies in the building, they will
retreat down the drains into the sewers of
the city.

PCs that rescue any lab workers or


alchemist have gained their respect and
gratitude. Characters might call in a
favor or get reduced rates on alchemical
equipment in the future.

Sweet Loot
The initial explosion may have ruined or
destroyed most of the buildings contents
but there are still treasures to be found.
Several potions are intact in the lab, but the
sludge brutes threaten to consume them.
The advanced sludge brute has a
golden signet ring (worth 600 gp) stuck
inside it, strangely untouched by its
corrosive nature.
A thorough Search check (DC 20) in
one of the debris areas reveals a dead
gobber assistant lying atop an intact
mechanical wand of crush construct (see
IKCG p. 362).
A pair of leather Alchemists Beards
(Iron Kingdoms gas masks) are on the
shelves. Donning an Alchemists Beard
takes a full round action but provides
a +10 equipment bonus to saves
against the fumes or other gas attacks.

STORES

SHELVES

OFFICE

STORES

LIBRARY

LAB
S

C
AS

T
T

DEBRIS
RUBBLE/PARTIALLY COLLAPSED WALL
C Concealed Door T Tables 1 square = 5ft
AS

68

Advanced Sludge Brute

S Sludge Brute

Further Adventures
The events in this encounter can lead to other
encounters or more detailed adventures.
Some possibilities are:
A Magical Mystery: Clues at the
various scenes of the brute attacks might
indicate a Khadoran saboteur or maybe
a Khadoran assassin was involved in the
creation of the brutes. The golden signet
ring indicates he is targeting Golden
Crucible members.
Day in the Life: In the aftermath of
clearing the burned building a new entry
into the underworld is discovered. This
section looks both ancient and unused.
The Benefits of Science: The golden
signet ring leads the PCs the identity of
the employer of the gobber spies, leaving
Gamack to contemplate some industrial
espionage of his own.

50 Uses for a Bodger.


From members of the Privateer Press forums Art by Brian Snoddy

renches, hammers, rivet guns, and blowtorchesthese are tools and weapons of the Bodger, an incredibly versatile and entertaining
base class described in the Iron Kingdoms Character Guide. Here are some of the over one hundred suggestions (realistic or not) members
of our RPG forum came up with on how to get the most mileage out of your Bodger character. Like any bodge job, use these suggestions at
your own risk! When you roll up your next character, throw a wrench into your GMs plans by playing a Bodger.

Use your Bodger to


1.) Unlock a door with a blowtorch.
2.) Rivet said door shut when he discovers mechanithralls
on the other side.

23.) Build a steam-powered bicycle. Sell it to gobber


mercenary companies. Wackiness ensues!
24.) Clear a jammed rifle at rangeusing a thrown hammer.

3.) Run into a room of bizarre machinery in the hopes of


finding something to save your keister.

25.) Spring-load the evil wizards spellbooks to close every


9 1/2 minutes. (Try memorizing now!)

4.) Bodge bits together to make a working disruptor cannon


from a rune plate, a belt buckle, 6 two-inch screws, a lead
pipe, 10.27 feet of copper wire, a spent accumulator, a bit of
the gunk from between your toes, and a turkey baster.

26.) Be taken seriously while hauling a 2 wrench and a rivet


gun on the battlefield.

5.) Tell his buddy to, Just point this end at the thralls and
pull this lever here. Hide around the corner. Make a Listen
check to hear the earth shattering KABOOM.
6.) Show off his bodging skills by throwing an 8-pound
hammer at a broken, 4-ounce clock in order to fix it.
Successfully make your skill check. Gloat.
7.) Hop on to the back of an enemy steamjack. Tinker with
the jack to clog up its exhaust system. Hop off quickly as
said steamjacks furnace bursts and sends it crashing into
a bunch of bad guys.
8.) Use parts from his broken nail gun to make nifty nail
grenades.
9.) Team up with the snooty Arcane Mechanik in your party,
wait until his mechanikal familiar breaks down, and scrap it
for parts. Chuckle as Mr. High-and-Mighty sulks because
you are using his favorite pets eyes as fancy flashlights and
its head as a helmet.
10.) Suck the air in through his teeth and mutter, Well,
cant get the parts till a week Thursday, and itll cost ya,
anytime anyone asks him to do something.

27.) Sabotage that huge explosive device so it wont work


when the Menites try to set it off. Then, toss a hammer at
the device as they try to repair it.
28.) Three words: loosened ankle bolts.
29.) Make five smaller warjacks that come together and
form a gestalt giant warjack.
30.) Invent steam-powered lockpicks.
31.) Make high-tension spring powered jumping boots.
32.) Make a Santa Sled with mechanikal reindeer. (For
bonus points, make it fly somehow.)
33.) Make steam powered Jaws of Life to rescue ironheads
from wrecked steam armor.
34.) Build a (steam-powered or clockwork) outboard motor
for the raft your party built to escape the swamp bogrin.
35.) Make inflatable outrigger pontoons for warjacks.
Invade Cryx.
36.) Invent the lawnmower. Attach the lawnmower to an
Ironclads arm and rename it the Menitemower.
37.) Invent a very large parachute so warjacks can go base
jumping.

11.) Find the joy in creating fully automatic harpoon


launchers.

38.) Connect a bunch of accumulators together to make an


environmentally friendly, battery-powered warjack.

12.) Combine a Mule jack, a wagon, and some barrels to


make an all-terrain transportation device.

39.) When doing maintenance on a laborjack, graft an


oven and a coffee machine to the boiler to make it more
user-friendly.

13.) Make a four-legged, four-armed super heavy jack out


of a Lancer and a Charger.
14.) Craft a potion helmet. Essentially, a helmet with spots
for several potions, each connected to a tube that leads
to a single drinking spout, switchable with a dial-valve.
Eliminates attacks of opportunity for drinking a potion (or
beer) in combat.
15.) Make snowshoes for a warjack. Invade Khador.
16.) Rivet a soldiers armor closed, right before his burlier
party member bull rushes him into the harbor.
17.) Rivet a hatch closed, leaving the mechanika-hungry
thrullg stuck on the other side. Then slap his party members
empty accumulator into an arcantrik torch and weld the
freshly riveted hatch shut, making sure the mechanikahungry thrullg stays on the other side.
18.) Rivet a foes foot to the floor.
19.) Toss a hammer at the dormant machinery he just
passed while fleeing through a factory/workshop/temple of
Cyriss/junkyard/mysteriousdormantmachinerywarehouse,
causing it to spring to action and crush/slash/impale/broil/
defenestrate his pursuers.
20.) Slap together a still to liven up those long train or
steamboat rides. Cheers!
21.) Eavesdrop on rival treasure hunters discussing their
next score with his brand-new, collapsing, extending,
corner-bending, sound-amplifying ear horn.
22.) Bypass the dungeons mechanikal traps with his party,
leaving his rivals to think that theyre the first to plunder the
site. By the time theyve slogged through the entire ruin to
a fruitless conclusion, the Bodgers cut will be long gone to
uiske and cigars.

40.) Make a Bodgers Belt full of spare gears, cogs,


retractable winch, pliers, tin snips, and grease gun. Wear it
with a costume and fight crime by night.
41.) Invent an ionic water-repelling device based on storm
chambers to keep moisture and rust away from his gear.
42.) Make a smoke shroud that pipes the black smoke from
steamboat stacks into the water (water filters smoke) for
stealth purposes.
43.) Grab some storm chambers, elemental rods, and six
gobbers on a hamster wheel to make a Tesla Beam Cannon.
44.) Scratch-build a device to fling a net full of troll whelps
into the enemy camp, making the IKs first documented
WMD. If you got the cajones, do the same with full-grown
trolls.
45.) Prove that any gun can be improved by adding more
barrels. For instance, bodge together a multi-multi-multibarrel Cygnar chain gun.
46.) Invent fire retardant foam. Invade the Protectorate.
47.)Makeabackpackthatprovidescounter-thrustwhenever
firing a large firearm. Sell it to gobbers who like big guns.
48.) Make the Gun Mage happy by forging the worlds first
Magelock Field Cannon. Get bonked by the GM for suggesting
that it is technically possible to build a Magelock warjack.
49.) Take levels in ranger so that you can dual-wield a pair
of wrenches. Pick Necrotech Constructs as your favored
enemy. Demolish those mechanithralls.
50.) Invent the mere 42-pound Swiss Bodgers Knife
complete with arc welder, spanners, corkscrew, and
toothpick.

How do you use your Bodger? Tell us at:

www.privateerpressforums.com

ADVANCE
DEPLOYMENT

Whats in Store
for the 2008 Call
to Arms Leagues

By The Privateer Press Staff Art by John Gravato


n 2008 the earth will shake as thousands of players of
WARMACHINE and HORDES do battle during the Call to Arms
Leagues hosted at retail stores world-wide. These leagues provide
a great way for you to challenge yourself, show off your hobby
skills, and have serious fun. In this article well explore whats new
for Call To Arms league in 2008.

New to Leagues
and Call to Arms?

eague play is a table top miniatures tradition and (to paraphrase


Page 5 of Prime Remix) we didnt set out to reinvent the wheel
we just armor-plated it, covered it with spikes, and smashed it
through your expectations. In actuality, weve put a lot of work into
providing a league experience like no other. After your feedback on
the 2007 leagues, its about to get even better. More on that later.
Heres how leagues work in a nutshell. Players gain points by
playing games over a period of weeks. League games can be played
at 500-, 750-, 1,000- 1,500-, or even 2,000-point levels. Players score
extra points for playing in larger point games due to the greater time
commitment these games require. The League Organizer tracks
these points, and a players League Point Total determines his
placement on the leagues Leader Board. At the end of the league,
the player at the top, or #1 spot, is declared the winner of the league.
The overall result is a good time for everyone involved.
In Call to Arms, we spice things up with new scenarios, game effects,
and special rules that change from week to week. This ensures no
two battles are ever the same. Some rules like Bounties give you
chances to win extra points, regardless if you win or lose.
Every week of league play is accompanied by an online Weekly
Dispatch. This dispatch provides all the new scenarios, maps, and
effects for the games played that week. The dispatch is available at
the official Privateer Press Call to Arms League website:

70

Participating retailers will have a


Leader Board like this. Your mission
is to fight your way to the #1 spot
and have a great time doing it!

privateerpress.com/dispatch

Call to Arms Tour Schedule


Tour
Start Date*
End Date*
Occupied Llael
1/7/08
2/25/08
Bloodstone Borderlands
3/17/08
5/5/08
Caspia-Sul Incursions
5/26/08
7/14/08
Broken Coast Raids
9/15/08
11/03/08
* Each Tour runs for 5 weeks out of the 8 weeks provided per Tour.
Check with your store for their exact schedule. Pack extra ammo.

Example Global Effect

Whats Different for 2008?

ORDES IS NOW SUPPORTED in Call to Arms League play,


meaning youll have a varity of fresh new challenges and opponents.
2008 still has four Leagues, but each is an individual Tour representing a
specific conflict rather than a season. Instead of seasonal Weather Effects,
each conflict area will have Global Effects, which, while similar in scope
and function to the weekly Weather Effects, are particular to the area of the
conflict. For you veterans, Boasts and Teams will not make an appearence
in 2008, but Bounties will. In an effort to make the leagues even easier to
schedule, each Tour lasts five weeks out of eight weeks of dispatches.
This accommodates groups starting at different times. Furthermore,
there will be a two-week break between the last dispatch of one Tour and
the first dispatch of the next Tour, giving you plenty of time to play in
tournaments, get some painting in, or visit us at a convention or two.
For the full details on the 2008 Call To Arms Leagues, keep an eye on:

http://leagues.privateerpress.com

New Awards

008 brings four new awards with


each awards design unique to
a particular Tour. This means you
only get one shot at winning each
particular Tours prizes. Of course,
there will be great participation
items just for joining a Tour. Dont
miss your chance!

Mine Fields: Unmarked


land mines from a previous
engagement lie strewn about
this battlefield. Whenever a
model ends its movement or
is placed within any terrain
feature considered rough
terrain, roll a d6. On a result
of 5 or 6 the model is thrown
D6 in a direction determined
by a deviation roll with
the same effect as a throw
attack and suffers a POW 13
damage roll. Do not make
another deviation roll when
determining a thrown models
point of impact. Determine
the point of impact for the
affected model before applying
damage. If the thrown model
contacts a model with an equal
or smaller-sized base, that
model suffers a POW 7 collateral
damage roll and is knocked
down.

To the Victors Go These Spoils:


WarlordThe player with the
most league points wins this
award.
EliminatorAward based on
an objective related to targeting
certain types of models
RelentlessAward based on
achieving an exemplary record
that will change each tour
StrategistAward based on
achievements directly related to
the tour scenarios

Where to Start?
To find a league near you visit:
http://leagues.privateerpress.com
If there isnt a league already in
your area, contact your store and
ask them to organize one. Tell them
they can get full details on ordering
the 2008 league kit at:
http://retail.privateerpress.com

71

NO Quarter Magazine: Call to Arms Terrain

Call to Arms Terrain

Alphonso The Traitor Falco gives a step-by-step tutorial for building wheat fields and stone walls for use
in this Januarys Call to Arms League

Making Fields
For this lesson, Ill be showing you
how to make fields (wheat, in this
case). Many of the techniques and
materials described originated from
the creation of the Gatormen Huts
from No Quarter #13 (Terrain:
Bogged Down). See? I told you
that that broom material would
come in handy for other projects!

NEW TERRAIN
Here are the rules for these
two new types of terrain used
in the 08 Call to Arms Leagues.
See the following pages for
ways to build this great-looking
terrainbuild them now so
youll be ready to roll when the
first league Tour begins!

What Youll Need


Small rustic broom. You
can find these at craft stores,
typically under $1.50
Scissors
Small bases
PVA glue
Sand
Flat black spray paint
Formula P3 Battlefield Brown
Formula P3 Menoth White Base

Step 2.) Pinch about half a base worth of the


broom and cut it to around 3/4. Next, take
the cut end and dip it in the PVA glue. Make
sure you get plenty of glue on the stalks. Glue
the stalks on one side of the base and set it
aside. Dont worry about any of the stalks
falling down for now. Adjust as needed, then
set them aside until the glue sets.

Field
Fields are rough terrain for
small models and medium
based warrior models.
Small-based models gain
concealment while completely
within a field.

Field Stone Wall


A field stone wall is a linear
obstacle that can be slammed
by heavy warjacks and heavy
warbeasts. When a field stone
wall is slammed, turn the
slamming model so that it
contacts the fieldstone wall
and its front arc is parallel to
the wall. All models within 2
of the slamming models front
arc suffer a POW 8 damage
roll. After the slam, the 2
wide section of the wall in
front of the slamming model
becomes rough terrain and no
longer provides cover.

1A
Step 3.) Repeat the whole process again on
the second half of the base. Remember to
keep the stalks about the same size while you
are gluing everything down. You can fix any
height problems with your scissors later.

1B

1C
Step 1. A.) Coat the bases with flat black spay
paint just to give the PVA glue something to
hold on to. Glue the sand to the basedont
worry about the hole; we can fill that in later
if needed. B.) After the glue dries, paint the
base the earth color you chose (Battlefield
Brown in this example). C.) Highlight the base
with Menoth White Base.

Step 4.) To make a base for the wheat field


cover some foam core with sand, and then
paint and highlight it as in Step 1. Then, take
small cuttings of the broom and, using PVA
glue, apply it to the wheat field base to give
the look of trampled stalks.

NO Quarter Magazine: Call To Arms Terrain

Making Field
Stone Walls
Here is a quick and easy way to
make wall terrain that can suffer damage and degrade. For this
project, you will need foam core,
spackle, PVA glue, sifted dirt, and
whatever color paint you need to
match your gaming table. For the
purposes of this article, we will
use the standard of Greatcoat
Grey and Menoth White Base
mixed with a little Bloodtracker
Brown.

Step 1.) Glue together two strips of foam core, a good size is 6 long by 3/4 wide, to double
the thickness. When dry, glue to the base. The base should be the same dimensions, but
bevel the edges down to make them smooth.

2A

What Youll Need


Foam core (6 x 3/4
per section of wall)
PVA Glue
Spackle
Sifted dirt
Formula P3 Greatcoat Grey
Formula P3 Bloodtracker Brown
Formula P3 Menoth White Base

Step 2. A.) Cut both the base and the wall into 1 sections. B.) Cover the wall sections with spackle.

Step 3.) Sand down and engrave the brick lines into the wall. Paint and add the sifted
dirt. Now youre ready to blow em up or smash right through!

NO Quarter Magazine: Hordes Challenge

HORDES CHALLENGE:

Acceptable Loses

Not every battle hinges on unqualified success. Sometimes failure, oddly enough, can help one succeed.
Failure to outright destroy a model may allow for a useful Chain Attack. A good scatter roll with an AOE
may yield more casualties than a direct hit. In this HORDES brainteaser, well see if you can succeed
through failure. See if you can win in a few different ways. Use average die rolls (2d6=7, 3d6=10) to calculate the best course of action, or press your luck and roll it out.
By David DC Carl

Setup:
Archdomina Makeda used Walking
Death last round, meaning much
of your hard work against the
Cataphract Cetrati has been in
vain. The primus (middle model
in the back row) has just 3 damage
remaining while the other 5 Cetrati
have 1 damage circle each. The
Cetrati stand a little over an inch
in front of Makeda in Shield Wall
with Defenders Ward on them.
An undamaged Titan Cannoneer
just ran up the field to a position 4
in front of Makeda to her right; it
was riled as well, giving it a total
of 3 fury points. An undamaged
Ancestral Guardian holds the left

Makeda

~6.5

Guardian

~8

~9

2
Argus

Cetrati

Cannoneer

Bloodtrackers

<13

Gorax

~11.5

Totem
Hunter

~8

~5

Kaya

clear line of sight for the Bloodtrackers.

The Cataphract Cetrati with both


Shield Wall and Defenders Ward,
a healthy Ancestral Guardian,
healthy Titan Cannoneer, and the
Diminish animus on Makeda may
make the task seem impossible, but
shes not quite as safe as she might
assume. Remember, you may find
it necessary to fail in order to
succeed.

Our Solution:

Take down the Archdomina in


spite of her formidable defenses.

3 from the Ancestral Guardianwith his


back to the Argus. The buckler will be out
of range, but the kelkax will likely scratch
Makeda for a couple points of damage.

The Challenge:

Things look pretty grim for Kaya


and the tattered remnants of her
army. Kaya stands behind a linear
obstacle with the battle before
her. A Totem Hunter with just 2
damage remaining stands about 5

Due to damage transference, only a large


number of Ambuscade attacks from the
Bloodtrackers will have a good chance of
destroying Makeda. The Diminish animus
makes a standard charge impractical, and
non-Ambuscade throws will barely scratch
the Archdominas armor.

Skorne
Makeda Titan Cannoneer
6 Cataphract Cetrati Ancestral Guardian

Between back strike and Primal, the Argus


now has an excellent chance to slam the
Totem Hunter into Makeda and knock her
down. Note that the Argus can move 3
for the slam without leaving the Ancestral
Guardians melee range since it has Reach.
Finally, the Tharn Bloodtrackers can
Ambuscade Makeda. The knocked down
Titan Cannoneer no longer blocks line of
sight, and Makedas DEF is now much
easier to hit. Average rolls will kill the
Archdomina with damage to spare.

Circle:
Kaya Gorax Argus
6 Tharn Bloodtrackers Totem Hunter

Next, activate the Gorax. Advance into


melee with the Cannoneer, again making
sure not to provoke a free strike. Activate
Primal for the MAT bonus, and make a
head-butt power attack to drive the Titan
to the ground (boosting the hit roll to
maximize the chances of success). Kaya
advances, heals a Body circle on the Argus,
casts Primal on the Argus, and Spirit Door
to bring the Gorax back to her position and

Circle

in front of Kaya in melee with one


Cetrati. Her Gorax has significant
damage, but no Aspects missing
(a total of 7 damage circles remain
on its life spiral); it, too, engages a
single Cetrati about 8 to Kayas
front left. Her Argus has 2 damage
circles one in Body; one in Spirit,
and it stands a little under a foot
away on her right flank. Finally,
a unit of 6 Tharn Bloodtrackers
cover the left flank, between 9 and
13 from Makeda. Their prey is the
Cetrati unit.

Move the Totem Hunter forward without


leaving the Cetratis front arc and drawing
a free strike. Then use Vault to move the
Totem Hunter into position between
Makeda and the Argusapproximately

What Youll Need:

flank a little over 6 from Makeda.


In addition to the Defenders Ward
spell on the Cetrati, Makeda used
the Diminish animus to further
safeguard her from assassination
attempts. She currently has 9
damage boxes remaining.

This December, Forces of WARMACHINE: Pirates of the Broken Coast

arrives in game stores with a full complement of hardened sea dogs, sturdy warjacks, and fearsome
warcasters to raze the coastline of the Iron Kingdoms.

This issue, we present one last preview to whet your appetite before the book arrives. Both Captain
Bartolo Broadsides Bart Montador and his ship the Calamitas are bigger than life and chock full
of guns. Used as an additional warcaster for your factions army or at the head of his own cutthroat
band, Montador brings cacophony and destruction to the battlefield in a blaze of gunshots.

Available December 07!

Captain Bartolo Montador, aka Broadsides Bart


Mercenary Privateer Warcaster Character

I like my women like I like my cannons, big, loud, and full of fire!
Bartolo Montador

Focus 6

Cmd 8

SPD STR MAT RAT DEF ARM

6 7 7 5 15 16
Ace
RNG ROF AOE POW
SP 1 12
Red Tide
SPECIAL POW P+S
Quenched 7 14
Damage
Field Allowance
Victory Points
Point Cost
Base Size

17
C
5
71
Small

Feat: Typhoon

Captain Bartolo Montador has sent his


ship through the worst storms the Meredius
has to offer, heading straight into the
grinding waves. He has learned to draw on
those experiences while in battle and uses
his power to summon unrelenting tempests. He
engulfs his enemies in a typhoon of howling
wind and sheets of blinding rain, within which
no man can keep his feet for long.
Enemy models that end their normal
movement in Barts control area are
immediately knocked down. While in
Barts control area, enemy models suffer
3 to attack rolls. Typhoon lasts for one
round.

Mercenary

Broadsides Bart will work for any faction.

Bart

Overtake - When Bart destroys an enemy warrior model with a melee


attack, after resolving all other effects resulting from the destruction
of the model, Bart may immediately move up to 1.
Rouse - When Bart hits an enemy model with a charge attack, warjacks
in his battlegroup currently in his control area gain +2 to attack rolls
and can charge without spending a focus point this turn.
Tough - When Bart suffers sufficient damage to be destroyed, his
controller rolls a d6. On a 5 or 6, Bart is knocked down instead
of being destroyed. If Bart is not destroyed, he is reduced to one
wound.
Victory Howl - When Bart destroys an enemy model with a melee
attack, enemy models/units within 6of him must pass a command
check or flee. Victory Howl may be used once per turn.

Red Tide

Blood-Quenched - Bart gains a cumulative +1 STR and ARM for


each living enemy model he destroys with a melee attack during his
activation. This bonus lasts for one round.

Few captains walk the delicate line between pirate and privateer
with as much style as Bartolo Broadsides Bart Montador. He
gladly loads the dice in his favor and cheats to ensure victory. This
warcaster advocates a doctrine of superior firepower, having built his
reputation sailing one of the largest and most heavily armed ships
on the western seas. To compensate for the ponderous movement of
this floating arsenal, Broadsides Bart has acquired smaller and swifter
vessels as escorts. He takes his fleet to the seas and hires his services
out for battles on land, all in the unashamed pursuit of wealth.
Montador takes pride in being a legitimate privateer, holding a
letter of marque signed by King Baird Cathor II of Ord. Montador

SPELL

COST RNG AOE POW UP OFF

Batten Down the Hatches 3 Self CTRL Models in Barts battlegroup currently in his control area cannot
be knocked down and gain +3 ARM but suffer 2 SPD and
DEF. Affected models can only move or be moved during their
activations. This spell lasts for one round.
Broadside
3 Self CTRL Models in Barts battlegroup currently in his control area may
immediately make one normal ranged attack. Attacks gained from
Broadside do not count against a weapons ROF. This spell can be
cast once per turn.
Crow
2 6 - - X
Target friendly model/unit gains Loud and Terror. While in melee
with a model with Loud, enemy models cannot give or receive
orders. Enemy models/units in melee range of a model with Terror
and enemy models/units with a model with Terror in their melee
range must pass a command check or flee.
Deadweight
2 8 - 12 X
When a living or undead model is destroyed by Deadweight, Barts
controller chooses an enemy model within 2 of the destroyed
model. The model chosen must forfeit its movement or action and
cannot run during its next activation.
Hot Shot
2
6
-
-
X
Target model in Barts battlegroup gains boosted ranged attack
damage rolls. Double the number of damage points a structure takes
from a ranged attack made by the affected model.
Powder Keg
4 10 5 14 X
On a critical hit, models hit lose their initial attacks and cannot
perform special attacks for one round.

has used his status to hunt more notorious and incautious pirates,
carefully selecting targets to bolster his reputation at favored ports,
which gives local authorities the leeway to overlook his criminal
exploits. Montador has a half-dozen Dirge Flags by which he
masquerades as any of several wanted pirates, although the distinct
profile of his hulking vessel betrays his true identity. He has
demonstrated the moral flexibility to play both sides of a conflict,
including offering his services to the very same Cryxians that the
Ordic throne has sworn to destroy. Broadsides Bart does not consider
himself a traitor or lacking in patriotism, but rather a pragmatic man
with expensive tastes and a lifestyle requiring a steady influx of booty.

Using Bartolo Montador


Montadors spells make his battlegroup very efficient, so feel free to
include as many powerful warjacks as you can squeeze into the army;
you can feasibly play Montador with nothing but jacks and a few
solos to load his Mariners. Montadors tremendous Broadside spell,
which allows warjacks in his battlegroup to fire more than once in
a given round, makes both Mariners and Mules a favorite for him.
Drop a Buccaneers Net on targets first to lower their DEF for a

punishing follow-up from your guns. Broadside fire happens outside


activation and so jacks cannot spend focus or benefit from aiming
on these shots. This rarely matters, however, as even a miss will likely
send an AOE into the enemy ranks. This is particularly effective
when an affected warjack benefits from Montadors Hot Shot upkeep
spell, which boosts all ranged damage rolls (including blast damage).
Montador can use Batten Down the Hatches to protect his
battlegroup as his army advances, but make sure you activate
the jacks and move Montador before casting the spell so the
reduction in speed has no impact. Montador rewards aggressive
play so do not hesitate to charge him into battle when the time
comes. His Rouse ability gives his warjacks an impressive followTactical Tip
Broadside: This does not allow the Mariner to fire if it does not have
a friendly model in base-to-base contact with it.
Powder Keg: Affected models may still spend focus or fury points or
be forced to make additional attacks.

through. Between Blood-Quenched and Overtake Montador can


annihilation enemy warriors in melee, and whatever he leaves alive
will soon face Mariners enjoying free charges and MAT 7 Thresher
attacks that can slaughter entire swathes of the enemy force.
Montador can also pull some dastardly tricks in addition to this
tremendously fun blunt mayhem. Judicious use of Crow can prevent
key enemy units from receiving orders or prompt them to run off
the table entirely. Dead Weight can neutralize a major threat before
Montador makes his charge, effectively neutering that models
ability to counterattack if his models stay out of melee range. While
not a cheap spell, Powder Keg may be the most potent offensive
spells in the Privateer arsenal, capable of blowing enemies to shreds
while leaving the survivors incapable of making attacks in the
aftermath. Whatever your preferred tactics, Montador will provide
a welcome injection of solid, old-fashioned explosive violence.

And a Bottle of Rum!


Using Privateers with Faction Armies

ith all the new choices for


Privateer models, we know
youre going to want to run out and
field as many of these models as
you can get your hot little hands on.
While the book includes details on
creating Privateer-centered armies
with various mercenary contracts, we
simply did not have space to all the
possible combinations of Privateers
and faction armies.

Here are some ways to include


Privateers into your factions army
list, letting their natural abilities
and combos augment your force
into a truly frightening killing
machine. Weve also included
sample 1,000-point armies to get
the most out of your Privateers.
Some of the models described here
will be available in Decemberso
consider this yet another sneak
peek into what is in store!

By The Privateer Press Staff

78

78

Although wonderfully dangerous on their own, including Privateers into your favorite
faction opens up untold synergies, combos, and strategies never seen before.

NO Quarter Magazine: ...And A Bottle of Rum

CYGNAR
Cygnars combination of ranged
and melee power makes them
among the most flexible of
factions and one of the finest
complements to
a Privateer
army. Many Cygnaran spells
and abilities enhance Privateer
strengths and improve Cygnars
already impressive firepower
with both subtle bonuses or
outright, overwhelming damage.
The +3 DEF from Blur aids every
Privateer model, but is especially
useful on melee models like Hawk or
the new Sea Dog pugilist solo Bloody
Bradigan. Blur takes Bradigans DEF
to 13, letting him get in close to tear
down warjacks.
Snipe gives Sea Dogs up to RNG 16
(18 on Mr. Walls himself, 20 on the
Riflemen). When advanced deployed
with Mr. Walls, and using Money Shot
from Rockbottom, up to 14 Sea Dogs
can shoot at least 6 into the enemy
deployment zone on turn one at
effectively RAT 6, POW 12.
Deadeye stacks with Money Shot,
granting an effective 6+3d6 on ranged
attacks for Sea Dogs, Mr. Walls, and
the new Deck Gun weapons crew.
Place Sea Dog Deck Guns in
overlapping Fox Hole and Higher
Ground templates from Siege for
a combined DEF 19 and LOS to just
about everything. Add a third Deck
Gun and the new Master Gunner
Privateer for a true Tower of Power.

Epic Stryker and Sea Dog Crew with


Mr. Walls can break enemy units.
Walls No Quarter ability gives the
Sea Dogs Terror, forcing command
checks from units they charge, which
the enemy is more likely to fail due
to the -2 CMD from Storm Wracked.
At 1,000 points with Fiona the Black
and Epic Stryker, cast Storm Wracked
on enemy units before attacking
them with models under the effects
of Fionas Nonokrion Brand spell to
force still more command checks at
-2 CMD.
The new Privateer mechanik solo
Dirty Meg can marshal a Mariner or
two and send them into the woods
with Rangers. The Rangers can load
the jacks, make them DEF 16 with
Camouflage from the Cloak ability,
let them move around freely with
Trail Blazer, and use the jacks Lash
ability to keep from being knocked
down.
Aim Sieges Shockwave spell at a
Mariner to move the jack into higher
DEF or closely packed infantry. On
average, the spell will not damage
the warjack, and the Mariners DEF 12
and large base make it much easier
to hit than the high-DEF infantry. The
Shockwave spreads POW 10 damage
rolls through the enemy, then the
Mariner activates to Thresher or
Trample whatever survived.
At 1,000 points with Fiona, her
spell Nonokrion Brand lets Cygnar
warjacks and warriors shoot through
intervening models, force command
checks, and \destroy incorporeal
models.

Use Dirty Meg to jack marshal a Buccaneer and run them near a unit of Sword
Knights. While they cannot gain Flank from the jack, the Buccaneers Net gets a
boosted attack roll from Jack Marshal (hits DEF 14 on average) and will drop the
DEF of any target to 7. The Sword Knights then charge in and clean up.

Throw Net

Unit
Charges

Fun with Knockdown


1,000 pt. Cygnar/
Privateer Army
Model/Unit............. Points
Commander Coleman Stryker... 64
Captain Bartolo Montador........ 71
Mariner x3...............................330
Lancer x2..................................152
Long Gunners (10).................... 104
+ Unit Attachment..................... 29
Sea Dog Crew (6)...................... 59
Sea Dog Deck Gun Crew x2....... 46
Journeymen Warcaster x2........ 50
Aiyana & Holt.............................43
Dirty Meg...................................23
Eiryss, Mage Hunter of Ios....... 29

Total:......................1,000

Allocation:
Stryker controls the Lancers. Montador
controls all the Mariners.

Plan:
Keep the heavies close under Arcane
Shield and Batten Down the Hatches.
Use the Sea Dogs to load the Mariners
and screen the warcasters, and use Meg
to make running repairs. Spend the
first two turns moving the Deck Guns
into position. Aiyana and Holt are a
tremendously flexible pair, the former
boasting several powerful spells and the
later serving as a deadly pistoleer. They
can to shut down spells and feats, pick off
unit leaders or key solos, or use a spell to
provide an additional damage die against
hard targets. When youre ready, send
the Lancers forward and throw out two
Earthquakes. Between the Mariners firing
twice with Barts Broadside spell, the
Long Gunners making combined ranged
attacks, and the Deck Guns you should
take out plenty of troopers and most hard
targets. Rinse and repeat as needed.

79

79

NO Quarter Magazine: ...And A Bottle of Rum

Protectorate of Menoth
Doc can not only use Amateur Surgeon to heal the Harbinger without fear of knocking her
down, but he can pull the same trick on other models with a little help from Meg and a
Mariner. First, move the Mariner into base-to-base contact with the model you want to heal.
The model acts as the loader so the jack can shoot. Now have Doc come up and heal the model.
The Mariners Lash ability will keep the healed model on its feat.

1.) Move

Acts as
Loader

2.) Moves &


Heals

An Old Trick Made Better


1,000 pt. MENOTH/
Privateer Army
Model/Unit............. Points
High Exemplar Kreoss............... 64
Captain Bartolo Montador........ 71
Revenger................................... 76
Mariner x3...............................330
Idrian Skirmishers x2 (6)......... 140
2 x Holy Zealots (9)....................55
+ Monolith Bearer......................24
Sea Dog Crew............................ 95
+ Mr. Walls.................................22
Lord Rockbottom....................... 21
Dirty Meg...................................23

Total:......................1,000

Allocation:
Kreoss controls the Revenger. Montador
controls all three Mariners.

Plan:
Every model in this list, except the
Revenger, has a ranged or magic
attack, making this a fantastic dropand-pop list. Use Barts feat on the
same turn as Kreoss for two turns
of knocked down bad guys. Both the
Idrians and the Sea Dogs may advance
deploy, allowing them to engage and
tie down advancing units until the
Zealots and warcasters can arrive
with their big guns and damage spells.
This army controls enemy movement
through the Idrians Intercept order
and the Sea Dogs speed, and then
decimates troops and solos with
firebombs, ship guns, and spells.

80

80

While some Protectorate spells


and abilities directly benefit
Privateer models, the best
approach to using pirates in
Menoths cause is to choose
models and units with abilities
that support the core Menite
force. Most Protectorate models
require some arcane support.
Sea Dogs need only their solos
to shine. Combined with their
speed, this makes them an ideal
compliment
to
traditionally
slower Menite armies.
Holy Vigil cast on Sea Dogs after
they move makes them DEF 17, and
certainly helps them get across the
battlefield. Holy Vigil on a Sea Dog
Deck Gun Crew, however, creates
a DEF 17 artillery piece that can
lay down fire with little fear of
retribution. Stick them in woods first
for DEF 19 and fire away.
Protection of Menoth not only
make Sea Dogs DEF 15, ARM 14, but it
makes the new pugilist solo Bloody
Bradigan DEF 15, ARM 15 and Hawk
DEF 17, ARM 15, making it far more
likely for these powerful combatants
to survive concentrated ranged or
melee attacks.

Sea Dogs are superb flanking


troops. Have Rockbottom give the
unit Tough with Walk It Off from his
Paymaster ability, keep Hawk nearby
to make the Sea Dogs Fearless, and
you have a wall that you enemy
would have to spend a whole game
to chew through. In the meantime,
ram your Monolith Bearer and his
friends down the other guys throat.
The new Privateer mechanik solo
Dirty Meg can marshal a Buccaneer
and use its Net to drop a targets DEF
to 7. The Redeemers POW 15 (base 12
+2 to hit and damage from the Choir,
+1 from the Scrutators Eye of Menoth
spell) now hits that target on attack
rolls of 4 while moving. If it picks up
the aiming bonus, the warjack hits
on any roll except snake eyes.
The Harbingers Purification spell
removes all continuous effects, not
just those originating from enemy
models. So, if the Slow Burn effect
from Grogspars Harpoon doesnt go
off when you want it to, simply cast
Purification to put the enemy model
out of its misery.
Combine Feoras Ignite spell with
Hawks Object of Desire ability and
Pay Day from Rockbottoms Pay
Master to give a Sea Dog Crew unit
three attacks, rolling 3d6 to hit,
starting at effectively P+S 15 for the
two Hand Weapon attacks (double
STR from Object of Desire and +2
damage from Ignite) and critical fire.

NO Quarter Magazine: ...And A Bottle of Rum

KHADOR

Most Khador units rely on their


own abilities rather than assistance
from their warcasters to do their
jobs, and as such Privateer models
serving the Motherland must often
do the same. While a few spells
may see a great deal of use, for the
most part, pirate models get some
support from other elements of the
Khador army, but will have to do
much of the grunt work of battle
on their own. Fortunately, they
excel at this.
Despite the -1 DEF it inflicts, the
Butchers Fury (+3 to melee damage
rolls) spell remains one of the most
straightforward buffs for Sea Dogs
and Privateer characters. Sea Dogs
go from P+S 10 (base 8, +2 from Gang)
to P+S 13, or 16 if using Hawks Object
of Desire instead of Gang. Hawk
averages 26 points of damage on the
charge. The spell affects warjacks
as well, which can result in P+S 18
Thresher attacks.
Iron Flesh drops the target models
SPD by 1 (thus preventing charges) in
exchange for +3 DEF. While Privateers
rightly value their speed, DEF 16 is
never bad, and Blizzard or other
clouds bring this to DEF 18 against
ranged attacks. Moreover, the bonus
persists in melee, and even MAT 8
models must roll above average to
hit DEF 16.
Lady Aiyana is a very powerful
spellcaster, and her Kiss of Lyliss
spell grants an additional damage
die to all attacks against a target
model. Combine this with the
Butcher using Killing Blow (double
the Butchers STR) for one attack at
P+S 24, plus Brutal Damage on Lola
(additional damage die), and a charge
(boosted damage roll) on his feat
turn (additional damage die) to roll

Irusks Superiority on a marshaled Freebooter


is gross: SPD 7, MAT 7, DEF 14. At 1,000 points,
Superiority on a warcaster-controlled Freebooter
is disgusting as the SPD (with spending a focus
point for the Jury Rigged abilitys +2 SPD
increase) goes to 9, letting the warjack
run 18 or charge 12 (14 with Boundless
Charge), get Chain AttackGrab and Smash
off on another jack or warbeast without
boosting attack rolls (on
average), head-butt
the target for free,
and then spend
any remaining
focus on
hammerfisting it
into oblivion.

6 damage dice against the target. On


average, the attack inflicts around 45
damage points from one swing.
At 1,000 points with Fiona the
Black, her Nonokrion Brand spell
lets Hawk ignore intervening
models when drawing line of sight.
Hawks Acrobatics ability allows
her to charge through models, and
Boundless Charge gives her 12 to
reach her target.
Stack Irusks Battle Lust (additional
melee damage die) with Lord
Rockbottoms Pay Day (additional die
on melee attack rolls, 2 move after
killing a model) with Hawks Object
of Desire (double Sea Dog STR, extra
melee attack) and Walls No Quarter
(charge SPD +5, Fearless, Terror). The
affected Sea Dog Crew charges 11,
makes 2 melee attacks at P+S 13 and
one ranged attack (in melee) at POW
10 rolling 3 dice for damage (4 on
the charge, 5 against targets afflicted
by Aiyanas Kiss of Lyliss spell), hits
DEF 15 on average dice, and forces
command checks.
The Old Witchs Weald Secrets
(grants Pathfinder and an additional
+2 DEF from cover or concealment)
lets Sea Dogs move easily through
trees and makes them DEF 17 in the
process. This keeps melee solos like
the new pugilist Bloody Bradigan
from being blocked by terrain. Cast
on the Deck Gun weapon crews
or Mariners, the spell gives these
models DEF 17 and 16, respectively,
as they shoot out of forests at
everything they can see.

Advance Deploy Madness


1,000 pt. KHADOR/
Privateer Army
Model/Unit............. Points
Kommander Sorscha.................. 71
Fiona the Black......................... 63
Spriggan....................................132
Widowmakers x2.....................106
Doom Reavers x2.................... 200
Croes Cutthroats (10)............... 112
Sea Dog Crew (6)...................... 59
Ogrun Bokurs x3....................... 117
Manhunters x2...........................44
Eiryss, Mage Hunter of Ios....... 29
Aiyana & Holt.............................43
Bloody Bradigan........................24

Total:......................1,000

Allocation:
Sorscha controls the Spriggan. The Sea
Dogs are Fionas Cultists.

Plan:
Out of 48 models in the army, only
12 (25%) cannot advance deploy. Use
rapid strikes from Doom Reavers or
Cutthroats combined with Bokurs to
collapse one flank and tie up the rest
of the opposing army. Between Fionas
and Sorschas feats you should get
in close and assassinate the enemy
warcasters in relative safety.

81

81

NO Quarter Magazine: ...And a Bottle of Rum

CRYX

All Pirates, All the Time


1,000 pt. CRYX/
Privateer Army
Model/Unit............. Points
Skarre, Queen of
the Broken Coast.......................74
Fiona the Black......................... 63
Deathripper x2.......................... 76
Skarlock.....................................16
Revenant Crew (10)................... 121
Captain Rengrave..................... 28
Satyxis Raiders x2 (10)..............212
+ Sea Witch................................ 21
Sea Dog Crew (10)..................... 95
+ 3 Riflemen...............................33
+ Mr. Walls.................................22
Sea Dog Crew (7)....................... 68
+ Riflemen (3).............................33
Lord Rockbottom....................... 21
First Mate Hawk....................... 30
Pistol Wraith x2........................ 66

Total:......................1,000

Allocation:
Skarre controls the bonejacks. The
smaller Sea Dog Crew serves as
Cultists.

Plan:
Both Satyxis units and the Sea
Dog Crew with Mr. Walls advance
deploy. This first wave is followed
by the Revenants with Rengrave,
the warcasters, and Fionas Cultists.
Fionas Nonokrion Brand spell lets
the Sea Dogs, Revenants, or even
the Satyxis Sea Witch shoot through
models to plug unit leaders or other
vulnerable models and force command
checks. Skarre runs the bonejacks
with the infantry units to arc Backlash,
Black Spot, or Blood Rain, while Fiona
puts her Telgesh Mark spell on one of
the Pistol Wraiths, which allows Fiona
to measure the range of her spells
from that model. When incorporeal,
this model can go anywhere, and with
Nonokrion Brand on Fiona, she can see
and cast spells through both armies,
measuring from the wraith.

82

82

Not every Privateer model will


work for the Nightmare Empire,
but those that will offer some
priceless skills difficult to come
by in pure Cryx armies. Most
Cryx spells focus on harming
opponents first and boosting
allies second, and pirates enjoy
these benefits as well as any
other models.
Asphyxious Scything Touch and
Hawks Object of Desire let Sea Dog
Crews hit twice at P+S 15 (remember,
double the STR from Object of Desire,
then add +2 STR from Scything Touch).
Use Goreshades The Claiming spell
to combine a stolen Fury (+3 damage)
with Dark Shroud (-2 to enemy ARM
within 2 of affected model/unit)
on models like Hawk or the new
pugilist solo Bloody Bradigan to let
them carve through targets. Stack
it on Sea Dogs with Object of Desire
from Hawk (double STR, extra attack)
for two melee attack at effectively
P+S 18.
At 1,000 points, Terminus Ravager
means P+S 17 Thresher attacks from
a Mariner or P+S 16 attacks rolling
an extra die against knocked down
models from a Freebooter. Spending
focus gets you up to five swings
(though only one Thresher) from the
Mariner for an average of 24 damage
each and seven attacks from the
Freebooter (eight, counting the chain
attack) for an average of 26 damage
each against knocked down models.
Put Terminus Demoniac (make an
attack against friendly or enemy
model after destroying a model)
on a unit of Sea Dogs with Pay Day
(affected models may move up to
2 after destroying a model) to kill,
move, kill again, and keep moving
until they fail to destroy what they
attack (including each other).

At 1,000 points with Epic Skarre


and Fiona the Black, use Fionas
Nonokrion Brand spell on Epic Skarre
to let her draw line of sight through
models and put Black Spot on a unit
screened by expendable troops. The
next turn, put Nonokrion Brand on a
unit of Revenants to let them shoot
through the enemy meat shield at the
unit suffering from Black Spot.

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WARMACHINE creator Matt Wilson answers your questions


and reveals the secret future of your favorite game.
With the announcement of two new expansions for WARMACHINE and a slew of game support materials, now is a great time to
be a player of Steam-Powered Miniatures Combat. As a prelude to our Countdown to Legends starting next issue, No Quarter
sat down with Privateer Press Creative Director and WARMACHINE creator Matt Wilson to get the answers to your questions
and get some insight into how big the next few years will be for WARMACHINE.
No Quarter: Since HORDES
released, youve stated that
WARMACHINE would get an
expansion book every 24 months or
so, but youve recently announced
two expansion coming just 6 months
apart. It sounds like 2008 will be a
banner year for WARMACHINE
players. Does this mean we will see
even more WARMACHINE support
than was expected?

MW: Were actively seeking out


opportunities to manufacture or
license more products to enhance
the players experience with
WARMACHINE, both on and off
the table. You can definitely plan
on seeing more licensed products
in the future, as well as items like
the wreck markers or other terrain
features directly from Privateer
Press.

Matt Wilson: Were constantly


adapting and evolving our
planned releases to bring the
player community what we
believe they want. What you can
bank on is that you are going to
see plenty of ongoing support
for WARMACHINE, but dont
get comfortable with any sort of
emerging pattern. Just when you
think you know whats coming,
were going to drop a book on you
that no one could have predicted.

NQ: Besides material support for the


game, will we see WARMACHINE
explored in other formats?

NQ: Weve also noticed the greatly


increased support materials for
WARMACHINE, such as the
licensing of WARMACHINE terrain,
the printing of comprehensive Faction
Card Decks, and the recently released
wreck markers for every faction.
What else can we expect?

MW: One of the more interesting


things on the horizon is a line of
fiction that we have started working
on. While were not in a position
to announce any details or dates,
we hope to completely flesh out the
ongoing saga of WARMACHINE
in a full-blown novel series.
NQ: Several of our readers have
asked about art books.
MW: With the completion of
Legends, were planning on finally
putting together a much requested
art book. Most likely it will be two
books: one of our massive collection
of concept work and another of our

library of painted WARMACHINE


work. Look for those next summer.
NQ: Privateer Press announced
the December release of the Forces
of WARMACHINE: Pirates of
the Broken Coasta new kind of
expansion that focuses exclusively
on mercenary privateer models.
What makes this kind of book
different from the prior expansions
of WARMACHINE? Why not just
put all the pirates into the upcoming
Legends expansion?
MW: When I mentioned adapting
and evolving, I was referring
exactly to a case like the Mercenary
Privateers. When we first developed
Shae and Co., they were just meant
to be flavorful mercenary models.
We quickly found that we wanted
to go further with them than just
mercenary add-ons though and
realized we could build an entirely
new army with themjust not on
the same scale as a fully fleshed out
faction. So, we created this group
within the greater Mercenary fold
that allowed us to fully explore
the concepts and characters of the
Privateers.

Just when
you think you
know whats
coming, were
going to drop
a book on you
that no one
could have
predicted.
The Pirates of the Broken Coast book
is notably different from other
WARMACHINE expansions
because it focuses solely on these
pirate characters and their mercenary
contract. Every other expansion has
always brought new offerings to at
least the four primary factions, and
usually Mercenaries as well. We felt
the pirates werent appropriate for
Legends, both thematically and because
we would be devoting a massive
amount of space in that book just to
the pirates. It just made sense to give
them their own little space to shine.
The best thing is, weve discovered
a completely new format to work
within. While well continue doing the
traditional expansions on our regular
schedule, were now able to explore
all kinds of other niche armies and
organizations in this new Forces of
WARMACHINE format.
NQ: Lets talk about Legends. First
off, tell us why you choose that name
for the title. What does it refer to?
MW: Legends is specifically referring
to the characters of WARMACHINE.
Most notably, the warcasters you
have come to know and love/hate.
These are personalities of legendary
proportion in the world of the Iron
Kingdoms, and we plan on exploring
that status in the storyline. But
its not just the warcasters that get
attentionthere is a whole fleet of

character warjacks about to get some


stage time. We might even see a nonwarcaster character, who has had an
impact on every persons game at one
time or another, get the spotlight for a
moment.
NQ: Will it be an expansion like
Escalation, Apotheosis, and
Superiority, covering all the factions?
MW: Yes. Legends will cover all of
the primary factions and brings some
new material to the Mercenaries,
fleshing out a few areas for them
nicely, particularly along some of the
ongoing themes weve been exploring
with mercs.
NQ: The above named expansions
always introduced a new kind of
model, like weapon crews, unit
attachments, cavalry, and special
weapon attachments. Will we see
WARMACHINE continuing to provide
new options via new model type choices?
MW: In addition to the Allies that
youve already had a taste of, Legends
introduces warcaster attachments
similar to a unit attachment, but
they follow your warcaster around.
Were also introducing the concept of
cohorts, which are kind of like elite
cadres, but affect all of a particular
model type as dictated by the model
with the cohort ability.

Well get a
brief moment
to breathe.
Then, well
hop on the
next roller
coaster with
a whole new
plot and crazy
story line.

NQ: Early reports about Legends


mentioned the story line would be
reaching a climax? What does that
mean? What does this mean for the
future of WARMACHINE?
MW: The storyline for
WARMACHINE has been moving
and building now for going on
five books. While there have been
momentary pauses between chapters,
certain characters have been in the
middle of story-arcs for this entire time
and we need to wrap some of those
up. We need to bookend the story and
give this thingthat really started
with the introduction of the characters
in Primesome closure. This isnt the
end of WARMACHINE, and the
grand story will continue, but Legends
will take us to a vista where we can
look back at all these things that have
happened and say, Wow, that was
one hell of a ride! Well get a brief
moment to breathe. Then, well hop
on the next roller coaster with a whole
new plot and crazy story line.
NQ: Before HORDES the question on
everyones lips was, will there be new
factions? At one point you said that
yes there definitely would be. Of course,
no one expected four new factions, let
alone a whole new game with the release
of HORDES. Very clever. But for real
this time: will we ever see new factions
for WARMACHINE ?
MW: In a word, yes. Theres a new
faction coming. There will be hints
in Legends of who these new folks are
that will be entering the battles of
WARMACHINE. This is a big reason
for resolving the story with Legends,
because when this new faction enters
the scene, its really going to change
the fictional environment. Who is this
new threat? For that, youll have to
wait and see, but my bet is that by the
end of reading Legends, few people will
have any doubt as to what is lurking
around the corner.

these dossiers
Kingdoms premier spy. Gathered at great expense and risk,
Take a look inside the files and dossiers of Gavyn Kyle, the Iron
WARMACHINE and HORDES.
of
s
warlock
and
ers
warcast
the
of
some
of
ions
motivat
give a behind-the-scenes look at the histories and

d Chippy

t by Matt Wilson an

ug Seacat Ar
Transcribed by Do

F
F
O
IK
T
A
R
K
A
H
C
S
R
O
S

pe ns e an d ri sk . B e
ex
l
al
sm
no
at
ed
bl
m
as se
T he at ta ch ed fi le w as
ou ts id e ag en cy ha s
an
s
ow
kn
d
an
m
om
hK
ad vi se d th at th e H ig
ti on al m il it ar y as se ts .
na
r
ei
th
of
e
on
to
in
be en pr yi ng
G .K .

Khadoran High Kommand

Warcaster Military Service Rec


ord

Sorscha Kratikoff, Forward Ko


mmander
Born: 574 AR, Klevberg village, north of Boarsga
te, near the Gallowswood
Enters Military Service: 589 AR,
Winter Guard (Age 15)
Winter Guard Promotions: Sergeant
591 AR; selected and trained
for lieutenan

commission at Korsk Druzhin


a 593; kapitan in 594 AR; kovn
ik in 596 AR, serving as aide
to
Kommander Torisevich (warcast
er)

Warcaster Talent Recognized: Earl


y 597 AR duri

Hill, prompted by the stresses of

battle after the death of her supe


rior

Warcaster Service:

ng border skirmish near Zerkova


s
officer

Trained as warcaster for one year


under Great Price Vladimir Tzep
ruler of Korskovny; promoted
esci,
to kommander 598 AR; promoted
to forward kommander early 606
AR
Kommandant Gurvaldt Irusk
3x Shield of Khardovic (594 AR,
597 AR, 605 AR), the Anvil of
Conquest (605 AR), the
Star of the Motherland (606 AR)

Superior Officer:
Awards:

K ra ti k of f li ed
to
se rv ic e ea rl y , tw en te r th e
oy
O rs u s Z ok ta vi ea rs a ft er
r m u rd er ed h er
fa th er a t B oa rs
g
cu rs or y ex a m in a a te . E ve n
ti on
re co rd s m a k es it of se rv ic e
cl
su p er io rs h a ve ta ea r th a t h er
k en p a in s to
se p a ra te th es e tw
o.
of h er ea rl y se rv A cc ou n ts
ic e
ex ce p ti on a ll y fa d ep ic t
st a d va n ce m en t
ev en b ef or e h er w
a rc a st er ta le n ts
em er g ed .

n
A n all ege d rel ati ons hip bet wee
t
So rsc ha K rat iko ff and G rea
fabricated
d
n
a
R
A
98
5
s
P rin ce Vl adi mir Tz epe sci ha
sioned in early lizing the design of
is
m
m
co
s
a
w
g
ern al
uti
tfan
cle arl y bee n com pli cat ed by ext
he weapon Fros Rigevna Complex in Korsk iber of this weapon is
e
l
pol itic al fac tor s. Vl ad s nob le
by a team at th ahlrif Salvoro II. The ca ts to new kommanders.
ny.
ism
anik D
y presen
sta nd ing ope ned him up to scr uti
Master Mech High Kommand generall ilar in design to the mechan
e
Sc and al eru pte d in the yea rs
beyond those th ent of this weapon is very sim angs smaller size required
as
tf
fol low ing So rsc ha s pro mo tio n
The active elem ggernauts ice axes, but Fros ynamic accumulator. The
ha s
u
d
od
rum ors spr ead reg ard ing So rsc
found in the J cation of the weapons arcan r customized by Salvoro an
und
e
se
ifi
low bir th, the cir cum sta nce s aro
a radical mod an ingenious arcane conden offs sorcery. Accordingly, th
k
her s dea th, and asp ers ion s
t im e her fat
r
weapon relies on energy directly from Krati
a
W
y
cadem
w
adi mir s loy alt ies .
r a t e g ic A d c . 6 0 5 A R . aga ins t Vl
t
attuned to dra iminishes in other hands.
S
e
h
t
d
Rebal
p ie d f r o m
Th is sca nd al ha d no imp act on
Bolden
brace; co
l
weapons power
a
in
r
e
n
K
e
k
er
l o r B ir
Scout G
the loy alt ies of the sol die rs und
Chancel
iv e r e d t o
l
e
d
,
e
iv
Arch
K rat iko ff s com ma nd .
e l l ig e n c e

Int

ct io n
a n A ft er A
E xc er p t fr om
.
la te 6 0 4 A R
d
le
fi
t
or
ep
R

Engaged an unfamiliar K
delivery west of Laedry. F hadoran warcaster during supply
kommander. Demonstrated emale, young, black hair, ranked
and assault tactics. Strongl formidable mastery of winter magic
warcaster. Attached find ta y advise gathering intelligence on this
caravan destroyed while we lly of inventory lost with supply
were diverted.

rt by
ngoing effo
o
n
a
in
e
c
e pie
the
epresents on
listment in
K ratikoff r
en
le
a
em
f
e
courag
mand to en
m
o
sk or
K
h
ig
H
e
th
Gurvaldt Iru
t
n
a
d
n
a
m
Kom
rd. I believe
eered many
Winter Gua
in
g
en
e
v
a
h
i
zepesc
e Vladimir T
c
in
er for
r
P
t
ea
r
G
grooming h
e
il
h
w
ts
en
shm
ed accompli
play a
of her alleg
ect she will
sp
su
to
n
so
I see no rea
t in the
command.
icts. It is no
fl
n
o
c
g
in
m
ces
role in upco
waste resour
significant
to
e
ic
v
er
S
e
sanc
om a
e Reconnais
erly, fr e
v
a
interest of th
M
left th
Hyde
averly lael.
ents.
Scout
em
l
v
o
a
M
m
y
.
o
l
er
h
nR
enera
of L
tracking
ygnara
vasion
cout G

A va ri et y of re
p or ts p ro ve th a
t C yg n a ra n sp
un d er es ti m a te d
ie s
S or sc h a K ra
ti
k of f s ta le n ts
th ro ug h 6 0 4 A
R . K om m a n
d er K ra ti k of f
cr us h in g vi ct or
s
ie s a g a in st L la
el es e, C yg n a ra
a n d m er ce n a ry
n,
fo rc es a t E ls in
b er g a n d su b se
b a tt le s p ro m p te
qu en t
d a re a ss es sm en
t.

n in
Ex-C ort to the S
hadora
p
K
e
r
e
h
R
after t
604 A
service

w al fr om
r C yg na r s w it hd ra
te
af
s
rd
co
re
e
ic
m ir
rv
in S or sc ha s se
pp ea ra nc e of V la di
sa
di
d
ne
ai
pl
ex
un
T he re ar e od d ga ps
s w it h th e
oo d. C er ta in
T he fi rs t co in ci de
e no rt he rn T ho rn w
th
L la el es e te rr it or y.
in
s
an
xi
ry
C
h
tc he d ba tt le w it
g K ha do r s T hi rd
on
am
ed
rv
se
ob
es
T ze pe sc i af te r a pi
ti
d ir re gu la ri
M ov em en ts
de w it h do cu m en te
Z ev an na A gh a.
of
as si gn m en ts co in ci
ce
en
er
rf
te
in
ry ,
e
hy po th es iz e th
or su pp or t th is th eo
av
Z
in
oj
V
r
de
B or de r L eg io n. I
an
K om m
ff an d L ie ut en an t
A gh a.
sh ar ed by K ra ti ko
se rv ic e of Z ev an na
e
th
in
n
te
of
e
ar
m en
as Z av or an d hi s
In addition to the
retained for six ye

heavily modified

and bonded Jugg

ernaut she has

ars, Forward Kom

mander Kratikoff

a willingness to em
showed an effectiv

assis. Her assault

e use of multiple

sequence. The Em

Destroyers firing

press honored Kr

in a controlled
rformance in

yn with an Imperia

considerable service

Juggernauts and

proven military te

l Kodiak, which ha

. More recently sh

valry forces of the

She clearly favors

on Elsinberg

atikoff after her pe

the siege of Meryw


accompanying ca

has demonstrated

ploy a variety of ch

chniques.

s since seen

e has deployed Sp

riggans while

12th Iron Fang Uh

Destroyers, a sign

Coleman Stryker

lan Kompany.

of a preference fo
r
Excerp t from a komma nd officer review by Komm andant
Gurva ldt Irusk , early 607 AR.

Her ability to manifest ra


w cold is her foremost
arcane asset. She can ma
nipulate weather as a
defensive measure, using wi
nd
her advance. Of graver con and snow to conceal
cern is her ability to
paralyze adversaries. R
aw cold causes muscles
to lock and metal joints an
d pis
I recommend reclassifyin tons to seize.
g her as warcaster
puissant; she easily exceed
s the stringent forcemultiplier requirements. I
str
commanders to avoid confro ongly advise
nti
lacking warcaster support ng her with forces
unless the numerical
advantage exceeds 10:1.
Excerpt from Analysis of Khadoran
Warcaster Assets by Commander Adept
Sebastian Nemo, late 605 AR

After her short repriev e, the High Komm and assigne d Forwa rd Komm ander
Krat ikoff to patrol the eastern Llael ese region, battlin g both Llael ese Resis tance
as well as Prote ctorate forces recentl y arrived in the region.
G .K.
feat
e
d
s
u
o
d
n
e
m
repor t a tre
o
t
e
m
.
a
h
s
d
th er n
g re t an
er n Cr usade
h
t
r
o
E xc er pt of N or
N
e
h
t
It is m y re
r
e
t
s
l
r
e
o
t
se nt
ces sent to b
or an war cas
C ru sa de m is si ve
d
a
h
K
e
l
a
d e a l t t o fo r
m
al
fe
our brothers to I m er b y S en es ch
g e l e d by a
r
e
l
a
i
h
h
c
y
W
r
l
.
a
n
v
um
.
A ca
le of
T er na l L av er in
r cement col
d
o
d
f
i
n
i
m
e
r
e
h
r
t
u
t
o
a
e
i n te r c e p te d
p e c te d s t r i k
x
e
n
u
s
i
h
t
a n t ly
k
fo u g h t v a l i
o u n te r a t t a c
c
r
e
p
o
r
p
a
made
e
the column
or s claim th
v
i
v
r
u
S
.
e
l
ssib
n e a r ly i m p o
upw ar ds of
d
e
l
l
i
k
y
l
l
a
er son
w a r c a s te r p
knights.
d
e
n
o
s
a
e
s
y
t
thir

this thorn.
I know how to extracte and temper. In
Her weakness is her pridshe leaves herself
battle after battle flffllanking her
vulnerable while out ath by her own
adversaries to deliver de She cannot kill
hand. Hatred fuels her. and so she turns
what she truly hates is before her. I
upon whatever enemy ired by witnessing
sense fear in her, insp d-Raza stand
High Allegiant Amon Aarchev at Garrodh.
against Kommander K clash against
She has avoided a directafraid of our
our greatest warriors, urce of her power
absolute faith. The so we draw strength
is an empty void while e her to me.
from the Creator. Leav
cr ut at or
ge fr om G ra nd S
sa
es
m
ed
pt
ce
er
nt
I
le
rc h G ar ri ck V oy
S ev er iu s to H ie ra

Weapons

Kayazy Assassin
Sword

Trollkin Long Rider


Cavalry Axes

Tharn Wolf Rider


Javelin

Blighted Legionnaire
Swords

Miscellaneous

Tharn Wolf Rider Leader


Horn
Cephalyx Mind Slaver
Prosthetic Blades

Body Parts

Tharn Wolf Rider


Shield

Agonizer
Chain

These Tharn Bloodtrackers


were modified by adding the following parts:
Tharn Wolf Rider Shields
Tharn Wolf Rider Leader Horns
Tharn Wolf Rider Duskwolf Heads Tharn Wolf Rider Javelin

Agonizer
Arms

Tharn Wolf Rider


Duskwolf Heads

Trollkin Long Rider


Bison Heads

Get these parts and more at


90

YOUR FIRST
STEP TO
BECOMING
A MASTER
HOBBYIST!
MODELING & PAINTING VOL:1

In this volume, you will learn


the core skills that every
hobbyist needs.

Follow along with three startto-finish tutorials. Learning to


paint has never been easier!

TECHNIQUES
Get the highest quality
instruction from todays
leading professionals

FEATURED
TECHNIQUES

Model Assembly
Drybrushing
Basecoating
Layering
Washing
Basing

Learn the secrets of hobby modeling easily and quickly


with the Formula P3 Hobby Series of high quality
instructional DVDs from the award-winning professionals
of the Privateer Press miniatures studio.
Perfect for beginning hobbyists and experienced
enthusiasts alike, the Core Techniques DVD takes you
step-by-step through the fundamentals of modeling and
painting hobby miniatures. This DVD is your first step to
becoming a master hobbyist!

AVAILABLE NOW!

OPEN GAME LICENSE Version 1.0a

The following text is the property of


Wizards of the Coast, Inc. and is Copyright
2000 Wizards of the Coast, Inc (Wizards).
All Rights Reserved.
1. Definitions: (a)Contributors means the
copyright and/or trademark owners who
have contributed Open Game Content;
(b)DerivativeMaterialmeanscopyrighted
material including derivative works and
translations (including into other computer
languages),
potation,
modification,
correction, addition, extension, upgrade,
improvement, compilation, abridgment
or other form in which an existing work
may be recast, transformed or adapted; (c)
Distribute means to reproduce, license,
rent, lease, sell, broadcast, publicly display,
transmit or otherwise distribute; (d)Open
Game Content means the game mechanic
and includes the methods, procedures,
processes and routines to the extent such
content does not embody the Product
Identity and is an enhancement over the
prior art and any additional content clearly
identified as Open Game Content by the
Contributor, and means any work covered
by this License, including translations and
derivative works under copyright law, but
specifically excludes Product Identity. (e)
Product Identity means product and
product line names, logos and identifying
marks including trade dress; artifacts;
creatures characters; stories, storylines,
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designs, depictions, likenesses, formats,
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representations; names and descriptions
of characters, spells, enchantments,
personalities, teams, personas, likenesses
and special abilities; places, locations,
environments, creatures, equipment,
magical or supernatural abilities or effects,
logos, symbols, or graphic designs; and any
other trademark or registered trademark
clearly identified as Product identity by the
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specifically excludes the Open Game
Content; (f) Trademark means the logos,
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used by a Contributor to identify itself or
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contributed to the Open Game License
by the Contributor (g) Use, Used or
Using means to use, Distribute, copy, edit,
format, modify, translate and otherwise
create Derivative Material of Open Game
Content. (h) You or Your means the
licensee in terms of this agreement.
2. The License: This License applies to any
Open Game Content that contains a notice
indicating that the Open Game Content
may only be Used under and in terms of
this License. You must affix such a notice

to any Open Game Content that you Use.


No terms may be added to or subtracted
from this License except as described by the
License itself. No other terms or conditions
may be applied to any Open Game Content
distributed using this License.
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Open Game Content You indicate Your
acceptance of the terms of this License.
4. Grant and Consideration: In consideration
for agreeing to use this License, the
Contributors grant You a perpetual,
worldwide, royalty-free, non-exclusive
license with the exact terms of this License
to Use, the Open Game Content.
5. Representation of Authority to
Contribute: If You are contributing original
material as Open Game Content, You
represent that Your Contributions are Your
original creation and/or You have sufficient
rights to grant the rights conveyed by this
License.
6. Notice of License Copyright: You must
update the COPYRIGHT NOTICE
portion of this License to include the
exact text of the COPYRIGHT NOTICE
of any Open Game Content You are
copying, modifying or distributing, and
You must add the title, the copyright date,
and the copyright holders name to the
COPYRIGHT NOTICE of any original
Open Game Content you Distribute.
7. Use of Product Identity: You agree not
to Use any Product Identity, including as
an indication as to compatibility, except as
expressly licensed in another, independent
Agreement with the owner of each element
of that Product Identity. You agree not to
indicate compatibility or co-adaptability
with any Trademark or Registered
Trademark in conjunction with a work
containing Open Game Content except as
expressly licensed in another, independent
Agreement with the owner of such
Trademark or Registered Trademark. The
use of any Product Identity in Open Game
Content does not constitute a challenge to
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The owner of any Product Identity used in
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8. Identification: If you distribute Open
Game Content You must clearly indicate
which portions of the work that you are
distributing are Open Game Content.
9. Updating the License: Wizards or its
designated Agents may publish updated
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authorized version of this License to copy,
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Content originally distributed under any
version of this License.

10. Copy of this License: You MUST


include a copy of this License with every
copy of the Open Game Content You
Distribute.
11. Use of Contributor Credits: You may
not market or advertise the Open Game
Content using the name of any Contributor
unless You have written permission from
the Contributor to do so.
12. Inability to Comply: If it is impossible
for You to comply with any of the terms
of this License with respect to some or all
of the Open Game Content due to statute,
judicial order, or governmental regulation
then You may not Use any Open Game
Material so affected.
13. Termination: This License will terminate
automatically if You fail to comply with all
terms herein and fail to cure such breach
within 30 days of becoming aware of the
breach. All sublicenses shall survive the
termination of this License.
14. Reformation: If any provision of this
License is held to be unenforceable, such
provision shall be reformed only to the
extent necessary to make it enforceable.
15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright
2000, Wizards of the Coast, Inc.
System Reference Document Copyright
2000-2003, Wizards of the Coast, Inc.;
Authors Jonathan Tweet, Monte Cook,
Skip Williams, Rich Baker, Andy Collins,
David Noonan, Rich Redman, Bruce R.
Cordell, John D. Rateliff, Thomas Reid,
James Wyatt, based on original material
by E. Gary Gygax and Dave Arneson.
No Quarter Magazine: Issue #17,
Copyright 2008 Privateer Press, Inc.
Full Metal Fantasy Roleplay material
presented in No Quarter Magazine is
published under the Open Gaming License.
Roleplay game mechanics presented in this
publication including monster attributes
and special abilities, new equipment, new
feats, new skills, prestige classes, and other
material derived from the SRD are open
game content. Descriptive text including
stories, characters, proper names, and
other depictions of the Iron Kingdoms or
its inhabitants is all Privateer Press product
identity and may not be reproduced. All
artwork is always product identity and may
not be reproduced. All product identity is
copyright C2002-2007 Privateer Press.

by Chris Walton and Rob Hawkins

The Player Gallery


Formula P3 Painting Contest
More Honorable Mentions!
Here are a few more of the fantastic models
entered into this years Formula P3 Painting
Contest (see page 14).

Warpwolf Extreme
by Andrea Feldaverd
Purchased at Gen Con on
Thursday, Andrea
submitted this fantastic
Warpwolf Extreme
for the painting
competition
on Saturday!

A Journeyman Warcasters greatest fear:


passing Carpentry With Your Warjack 101
Gobber Cygnar Army (in progress)
by Ben Leong

The Player Gallery

93

A Case Full of Fury

by Ian Williams

HORDES fan Ian Williams felt that his Circle Orboros army deserved a bit more
than getting carted around in a cardboard box. This amazing, handmade
leather miniatures case lets him carry his army in style.

94

The Player Gallery

FINISHING MOVES CHALLENGE

The Summer Rampage league in No Quarter #13 introduced Finishing Moves over-the-top ways to utterly annhilhate your opponents
warjacks or warbeasts. That issues challenge was to recreate one of these spectacular finishing moves in all its glory.

WINNER

James Berry
is the winner of No Quarter #13s Finishing Moves Challenge with this recreation
of the Spinalectomy finishing move. Thats what happens when an Ironclad
tries to pet an Argussorry, Fido.

Honorable Mentions
Aneurism
by Steven Bach

Check out page 58 for the next


Painting Challenge and see if you can
Paint Like Youve Got a Pair!

Meat Shield by Morten Juel

The Player Gallery

95

Beer Worth Killing For!

F
More Than Just Myth
A WARMACHINE: Legends Preview

or the past two years,


attendees of Gen Con have
spotted t-shirts emblazoned with
the creatures and characters of
HORDES,
WARMACHINE,
and Infernal Contraption hoisting
pints of frothy beer. Is Privateer
Press brewing its own brand of
IPAs, lagers, and stouts, you ask?
Nope, were sticking to games, but
we did work in conjunction with
the RAM Restaurant & Brewery
in Indianapolis to take over their

menu and beer list for the week


of Gen Con. Con-goers slaked
their monstrous thirst with tasty
beers like Cygnar Blonde, Khador
Steam Ale, and Bodgers Brew,
and purchased shirts adorned
with these Iron Kingdoms-themed
beer labels.
If you missed your chance to get
one of these unique shirts, keep
your eye out for next year at Gen
Con, where theres bound to be
new brews and new labels.

Absolutely Shocking
Stormguard in Guts and Gears

Magic Bullet Theory


New Gun Mage Prestige Classes
PLUS, an Iron Kingdoms
Timeline, How to Build a Mine
Gaming Table, and Kreoss in
the Gavyn Kyle Files
96

The beers are just as tasty and satisfying as the labels.

Loud, vain, and dangerous, Bartolo Broadsides Bart Montador and his ship, the Calamitas, are the scourge of the Broken Coast.

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